no0ne
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Posts posted by no0ne
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guess, it goes like this:
1. use tsmbuilder to get the right side of the rig & make it fit your char
2. put your cogs, fans - intermediates into the rig
3. use tsmflipper to flip rig+intermediates to the other side
intermediates gotta stick to the naming conventions
4. assign cps to rig & intermediates - setup constraints for intermediates
5. use tsmrigger to get tsm-rig
hope this helps
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if that doesn't make a win:win-situation, what does?
congrats to yves, martin & hash inc.
free beer for everyone! we got the monte-carlo-jackpot
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unfortunately it's not just the preview
looks like a toonnation-metallic which is part of the gradient causes this one
in v10.5 this metallic-attribute did render with some kind of metallic-color
although reflect has been set to 100%
in v11 it is reflecting 100% without metallic-color
the only way i see to get at least close to the old look
is to set reflect to 50 & a new attribute below the gradient with ambiance intensity 100
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can hardly wait, looks awesome
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get the same when i put 6 additional lights into some standard chor
no matter what type they are
looks like it's not a lights-as-action-objects-issue
with 8 chor-lights everything's ok, with the 9th -> lights go off
winxp, ati radeon9600tx, opengl
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awesome!
thx for sharin
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does anyone know how to get an exported cam-chor-act
onto another cam?
droping the action onto the cam just won't work /:
am i missing something important?
thx in advance
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what simon suggested is really the only way to get a new working dic-file
if you got a text-file with at least all the words you need
& their phonetic pronounciation
you'd still have to get it into the right shape
& replace the phonetics with the phoneme-poses
& again (: no, a list of the letters won't work (that good)
coz you'd have to use the dopesheet with letters instead of words
it's a lot easier to use the dopesheet with german words & break them down manually
that way you are still able to tweak the timing of the words not just the letters
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it is NOT easy to setup a whole new dictionary-file no matter what language
coz you'd have to break down all the words before manually
that a:m is able to do it automaticly
doesn't matter which way you go (: gotta do it anyway
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sure the language makes a difference
when it gets to the words
a:m just won't break'em down for you automaticly
since they're are missing from the dic-file
the dope-sheet is useful nevertheless to keep track of what your doin
the basic phonemes are of coz the same
those you don't find like f.i. the ch in "ich"
you gotta tweak to the best matching pose
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won't work that way! coz you'd need a pose for every letter!!!!
most letters or combinations form different phonemes
depending on the situation
f.i. in english: head-heat, dead-dear, bad-bar & so on
it's the same in german
5-8 poses is sufficient in most cases
btw it's way easier to do it manually
if you just wanna do some 20s anim
instead of creating a whole new german-dic-file
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for chars like that you gotta know
what the basic-setup for bipeds & quads look like
& what's necessary for your char
then you can easily build your own basic-setup with all you need
f.i. like this -> biped-char with horse-legs
& btw tsm 2.0 is said to be working within a:m without those basic-setups
then it's sure going to be as easy as any other char
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have been wondering about this too
but assumed that something might/must have come in the way
of implementing this one into v11 - perhaps v11.5???
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From: "frank_silas"
There is a "show render" toggle in the Render Panel. Toggle it off.
Frank
do you have netrender?
can't find no "show render" toggle
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just another lonely tree on a hill
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old mc donald had a farm...
additional models from a:m-2004-cd
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loooove this plugin
BIG thx @ zpider
v11 beta3
rendertime about 5h , 9passes @ 960x720
(with some raytracedome & a z-buffer-klieg)
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marcel told me a few days ago...
that he made the plugin for v10.0
& didn't test it with v10.5 lately
coz icarus is nomore available for free
he won't go on with the plug
i did have the same z-rotation problems you mentioned
so there's most likely something going wrong
only workaround i found is to rescale the z-rotate values to "reasonable" values
which did work only from time to time
& the results haven't been that good anyway /:
there's 2 other proggies out there
but the first one costs a bit
& the 2nd doesn't support a:m - yet (they're said to be working on it)
sad but true
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always waited for some episode2 of this fantastic little short
great style & fun story
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thx alot (:
@ bill
it will be runnin at some fiz-parties in the background
when people settle in & so on
that's why it should be about 2min
but it's somehow not really done
will tweak some more but that may take some time
@ mike
the divx-vid did play best on the pcs i've been able to test it on
even on a 600mhz machine no lag
but don't know anything about macs - sorry
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those char-proportions are really cute
like them alot
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yeah those transitions (:
should have thought about them before animating
when i realized there wouldn't be enough frames
it was already too late to fix the projects
hope this one works
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thx alot
there's some small problem with copyrighted music..... the man from del records just might say yes?around here the gema is the musicians bill collector
they are in charge no matter what the artist or record company agrees on
if i'm not totally mistaken
am not sure if it's that clever to wake the dogs (;
Did you model and rig the bug too?yes, some time ago, did some tests & pix with the ant since last november
rigged with anzovin's fantastic setupmachine
http://www.shit-chaos.net/makin_of/makin_of_01.htm
not really a making-of page, but some pix that show the progress
Magnet Mode
in (2003-2004)
Posted
did have the same problem some time ago
"magnetic field distance" has been set to 0
can be fixed with regedit
HKEY_CURRENT_USER\Software\Hash, Inc.\Animation Master V11.1\General
set it to 5 or whatever
be careful with the registry - don't delete anything
& a:m should be closed while you do this
hope this helps