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Hash, Inc. - Animation:Master

itsjustme

Craftsman/Mentor
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Everything posted by itsjustme

  1. Here is a rigged padlock. Again, you will have to texture this other than a few bump and diffuse maps that are already applied. This model uses the Porcelain material. If you don't have it, there is a ZIP of it in the first post of this thread. padlock_07_23_2010.zip
  2. I think you're making things too complicated for this exercise, Gene. Follow Robert's advice: Start simple, then work your way up to the complex stuff.
  3. Looks great so far, Mark!
  4. Looks like it took a lot of work, Stian! Great job.
  5. Great job, Holmes! I'm not sure if you mentioned to rig the left arm, but that is pretty obvious. Nice starter rig!
  6. Looks great, Holmes!
  7. Looks fantastic, Mark!
  8. Those are very large nulls...I don't know what you're doing, so I can't comment on your problem beyond that. Post the Project and someone might be able to tell you, Andy.
  9. Count me in for such exercises if it happens...I could really use it.
  10. At this point, it's sitting at 41,045, Holmes. Quite a bit to go...I don't have any kind of "ballpark" for the end total.
  11. Here is the model with the rig corrected...at least the duplicated bones. You'll have to do the left side weighting...but you won't be able to accurately mirror the weights since the model is not centered, so you'll have to manually weight it. Hope that helps, Gene. actionman_update.mdl
  12. I did a quick look and saw that some bones are created that shouldn't be there, Gene. It looks like the rig wasn't centered when you mirrored the bones...and the character wasn't centered when modeling. That would be why there is a "leftBody" bone and it's children...which shouldn't be there. Hope that helps.
  13. Here are a couple of renders showing the start on the generator building...they don't show the set from an angle that it will generally be viewed from though and don't zoom in to show some of the smaller details, but it's what I had time to render today. The opposite end of the building has an identical vent, so looking at one end is like seeing both. I still have to add the electrical boxes, conduits and chain-link fence for the generator and a few other odds and ends. I also enclosed the roof of each building...in case I want to shoot something on the roof or use a sky-crane/helicopter shot. Current patch count is 41,045 patches...I'll pick it up again tonight.
  14. Looks great, Tore!
  15. It shows up under "Wizards" as "Install Rig". What it does is re-parent bones according to the hierarchy in the name of the bones, deletes the "INSTALL" bones and unhides the "geom" bones...it is used in the installation of the 2008 Rig and the Squetch Rig. I made a tutorial that shows how to build an installation rig that was located here, but the links appear broken. I have a copy in my online storage that you can download...here. Hope that helps, Robert.
  16. Make a new model, put one bone in it and try running the plugin...does it show up? If it does, it may be a problem with the model. If it doesn't, then we'll have to do some other exploring. What version of A:M are you using? If you are using v15, are you using prior to v15f or later than v15f? There are specific versions of the plugin for before and after v15f. If that doesn't fix the problem, the only recommendation I have is to try re-installing A:M. Hope that helps, Gene.
  17. ok yes it is in my hxt folder So, it's in your HXT folder and you're still having the problem, Gene? Or is that what fixed the problem?
  18. It never fails...after I post something, I find an error. I've posted an updated set of doors in this post...the lock plate needed some tweaking. Sorry for any inconvenience.
  19. Do you have the MirrorBones plugin installed, Gene?
  20. Two versions of rigged door. To add to one of your models, import a door model and then use the "door" bone in Bones Mode to position with the rotate and translate manipulators while holding down the "Ctrl" key (Windows) so that the geometry follows. Again, you will have to texture these other than a few bump and diffuse maps that are already applied. This model uses the Porcelain material. If you don't have it, there is a ZIP of it in the first post of this thread. doors_07_13_2010.zip
  21. In order to keep the free models thread organized, I made this thread for comments, critiques and suggestions about the Free models thread.
  22. Here are some nuts and bolts. Only the thread on the bolts (no thread texture on the nuts) and lettering on the heads of the bolts are textured with bump and diffuse maps, so you'll have to do some texturing...it's the price of free and it will make them your own. nuts_and_bolts_07_12_2010.zip
  23. In this thread, I'll post models from this project that I'm making available to the community. They can be used for whatever purpose you want without restrictions. In order to keep this thread "models only", comments, critiques and suggestions about these models can be posted in this thread. The models may use the Porcelain material from the A:M CD/library...I'll post it here in case you are missing it. The models will work in v13 and later of A:M. Porcelain.zip
  24. If you have any questions, post 'em. Included in the ZIP along with the "Posable_installation_steps_04_23_2010.txt" file are two PDF files named "Face_Setup_04_23_2010.pdf" for setting up the base face Poses and "FACE_Interface_Setup_04_23_2010.pdf" for setting up the FACE interface controls. Good luck with the install!
  25. I would call that a successful experiment, Mark!
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