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AMSpector

*A:M User*
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Posts posted by AMSpector

  1. My first guess is that your mouse selection is also transmitting some small movement to the bone that is causing a key. Just a guess. If you merely select the bone in the PWS does a key still get created?

     

    Actually, I have to select the "Rotate Object" of a bone inside the action window and hold the left mouse button down for a second or so, then a keyframe is automatically generated. If you watched the video, then you can see that this process happens quickly. Maybe it's my mouse causing it?

     

    Unrelated ( I think): One other thing I noticed about your character is that you are selecting bones named "*_geom". Those bones aren't intended to be visible and are intended to be hidden and not selected while animating. Something is not set right or not installed right in the rig if those bones are visible. I'm surprised they move at all since they should be controlled by bones they are constrained to.

     

    Is this correct? I shouldn't be able to see the "_geom" bones much less animate them? Looking at my screenshot below, what bones should I see and be able to animate?

     

    post-12264-1232698167_thumb.jpg

  2. As per the instructions in Exercise 5, Take A Walk, I posed the character along with the video; the only difference being that I was using my own character rigged with the new 2008 Rig instead of the rabbit. I posted my first results... which were pretty bad. Taking into account that I may need additional keyframes to achieve a decent human walk cycle, I started over. The walk is OK at best, but the slippage is keeping me from being able to move to the next exercise. I've included a screenshot of the stride settings, etc. See below:

     

    post-12264-1231996133_thumb.jpg

     

    Does anything look out of the ordinary?

  3. Are you trying to use the 'stride length' feature... or are you just trying to get your feet animated not slipping...?

     

    I am trying to use the 'stride length' feature to create a reusable walk cycle action.

  4. Hi,

     

    I am trying to create a usable walk cycle action using my own character rather than the rabbit, but the feet are slipping in the action? I've included a small frame-by-frame video below for reference.

     

    Walk.zip

     

    I tried searching the forum and found some excellent walk tutorials, but I haven't found a specific post where this issue is addressed. I wonder if anyone can point me in the right direction?

     

    Thanks

  5. It would be interested for me , if users with nvidia gpu's also affected from this issue .

     

    Render Mode, Render Lock Mode, etc.; it all works fine for me. I did have a problem with OpenGL on this new machine, but after switching to Direct 3D, all problems went away.

     

    Dell T5400 Precision Workstation

    Intel Xeon X5460 Quad Core 3.16GHz

    Vista Ultimate 32Bit SP1

    22' Dell UltraSharp LCD

    Nvidia Quadro FX 3700 512MB

    DiretX 10

    4GB RAM

  6. I have Photoshop and I have yet to use it for character development. If you have a pencil, paper and a scanner, you can scan your drawings and save them on your computer. You can then use them in Animation:Master as Rotoscopes to bring them to life as 3D characters.

     

    I agree with everyone else however, that there is a point in the creation process (Mapping, Decaling, etc.) where programs like Photoshop, Gimp, 3DPainter, or even Paint Shop Pro will be instrumental in adding realism and/or detail to your characters and sets. I haven't gotten that far yet, but I've already bookmarked several great tutorials from the forum.

     

    I hadn't thought of the promotional aspects that Rodney mentions above, but it makes perfect sense. :)

  7. I had that same concern about 3D modeling and animation, I can draw pretty well if my subject already exists, but I've never been good at just drawing out of my head. After watching the Animation:Master Demonstration (very large file - 134MB) I realized that probably wouldn't matter very much, and I was right. Watching the creation of Victor Navone's alien was all it took.

     

    I'm just a beginner, but I'm already working on my second character and a set within which to animate them. Several others have already created videos of their animations; all within a couple of months of buying the program. I'm not that fast, but I'm having fun playing catchup. :D

     

    Welcome!

  8. If you were playing your animation at the time then yes that is a feature of A:M.

    You can 'record' your animation in real time if the action is playing.

     

    If you are talking about something eles... I'd like more information on what you experienced. :)

     

    I'm definitely not playing my animation during poses, so I'm not sure what to say. I've created a video screen capture of what I'm experiencing, but I had to use Flash Video Encoder to bring it down in size from 278MB to roughly 11MB. I don't have a good AVI to MOV converter. The Zip attachment below contains an FLV (Flash Video), and can be played using Adobe Media Player.

     

    AutoKeyFraming.zip

     

    I start off with a relaxed pose that is already keyed on frame 0. In the first part of the video I'm just setting up the character in a mock stride. About half way through, I'm done with the pose itself, and begin keying the other bones - starting with the head. These are single clicks and held until a keyframe is set... which is pretty quick. So this isn't normal? :blink:

  9. Frame 20 Illustrates very likely areas for improvement.

     

    Her weight is too far to the rear and she hasn't moved up at all.

    As this is the passing position this is where her walk gains its strength.

    (IMO) This frame more than any other needs some adjustment.

     

    Well, I was following the Take A Walk video tutorial initially, where I was told to only move the pelvis (Body Translate Object in this case) up or down, but not forward or backwards. So I can translate the body to adjust the center of gravity, and it will look right in the final animation? I'm OK with whatever is best practice.

     

    (I don't want to get slapped here. Is it okay if I say there looks like something wrong with her butt?)

     

    LOL.... no worries, speak your mind. CP Weighting was exceptionally difficult for me. I developed the character to a point where I could begin animating her, hoping that at some point I could work those problem areas out. I haven't gotten to Smartskin yet, will that work in conjunction with Bone Falloff?

  10. I overly saturated your image so I could look closer.

     

    As it appears right now she seems to be walking overly flat-footed.

    Not bad mind you... it looks pretty good. But you can't coax additional animation out of what isn't there already. If nuanced even further she'll have a sense of weight and gravity.

     

    You've got those toe and heel bones... use 'em.

    Roll... Roll... Roll.

     

    Edit: Consider her body as well. I think she needs to lean a little forward.

     

    Wow!! Now this is the kind of critique I was hoping for. Having access to A:M and this community... well, suffice it to say, I have to pinch myself every now and then to make sure I'm not asleep? :D

     

    I have a question about keyframing: While I was working on a pose last night, I happened to pause on a bone controller rotate object after clicking on it (holding the click) while I was thinking about something... and then after a couple of seconds, it automatically placed a keyframe in the timeline for that bone. So I tried it again on a different bone, and it did the same thing. Is this a feature of A:M? If so, can I place keyframes this way, or should I actually move the controller to key the necessary bones?

     

    Thanks.

  11. Note: For the purpose of this example frames and images are not the same thing!

     

    So, looking at the 7 poses below in my walk cycle, does it appear that I have the essential images to convey a step?:

     

    post-12264-1230174995_thumb.jpg

     

    Its easier to animate a walk with that Heel Lifter in place.

     

    I think the 2008 Rig has that Heel Lifter, at least that's how it performs. :rolleyes:

  12. I've managed to clean up the walk cycle some, from the "Newbies" thread I posted yesterday:

     

    SarahWalkTest2b.mov

     

    ... but when I constrain the character to a path and apply the same walk cycle action, it is way faster and there is definite slippage. I can slow her down by changing the Cycle Length, but then the slippage is all the more pronounced; and it's on every step. Is there an obvious solution, or would I need to provide more info?

     

    Thanks.

     

    |Edit| Are these types of cyclic actions used often by the A:M users here, or is it mainly pose-to-pose and straight ahead animation?

  13. Ahhh.... never mind about the fingers, I was being an idiot. :blink: The controls were in there:

     

    post-12264-1230095589_thumb.jpg

     

    But what about turning off the "Head_Controller", will that cause problems somehow?

     

    Thanks

  14. Turning "Head_Controller" off enabled the "Neck_Geom", but is that a good thing? See screenshot.

     

    post-12264-1230095254_thumb.jpg

     

    Also, I can't find an equivalent pose folder to enable the finger bones, the ones shown below do not seem to do the trick.

     

    post-12264-1230095261_thumb.jpg

     

    Thanks.

  15. After modeling and rigging a character, I decided to test it on the walk cycle from TaoA:M. Having spent so much time in the Project Workspace, I got use to double clicking on an item when I needed to start something new... I did this for a new Choreography Action as well, thinking I could do the walk cycle that way. However, near the end of the process I discovered that I did not have access to the "Has Stride Length" setting. Can this be turned on somehow inside a Choreography Action?

     

    I decided to render what I had, even though it isn't constrained to a path:

     

    SarahWalkTest2a.mov

     

    Also, I need to enable the Neck and Finger bones for the 2008 rig, but I'm not sure how. Can these be turned on?

     

    Thanks

     

    [Edit] I guess I should have posted this in the TaoA:M forum?

  16. ...I have 2 versions of Milburne, one is a hippy type and the other is the cowboy.

    I found no trouble changing his look at all.

     

    I've been a real stickler for grouping the various parts of the model, and I've exported each segment as individual models. Maybe I could generate several versions of the torso-arms-legs, for example, then I'd have interchangeable parts. ;)

     

    I'm amazed at how much you've accomplished in such a short period of time. Looking forward to your next animation!

  17. Awesome character, great colors; it's a pleasure to pour over your work. Thank you for making it available!!

     

    It's interesting that it was modeled in a pose, does this affect the rigging installation process much? Is there a preference? And the shirt is not symmetrical. In the 2008 Rig, CP weighting is done on one half first, then mirrored. Would such a shirt cause a problem? The reason I ask is that I'm at the point with the model I've been working on where I'm ready to do clothing. I keep wondering if I'd have been better off creating a clothed model, but that would lock it into one look. Of course, that wouldn't matter if my character was as cool as this one. :)

     

    Am I making it harder on myself by creating the full form, then clothing it later? I'm asking these questions of the community at large BTW. :rolleyes:

  18. Here you go. Let me know if there are any more problem.

     

    Awesome!! Sorry it took so long to respond, I've been slammed with work. I still haven't tested the model, but I'll get around to it in the AM perhaps. Thanks again for taking the time to fix it.

     

    Would it be rude to ask that you remove the download link to the model? I have yet to determine whether it is good enough for the project that's spinning around in my head. If I end up using it, then it may become copyrighted. If not, then I may offer it to the community after it's completed. Right now it is a nude model, so maybe it isn't proper that it's available for download? Not sure.

     

    What is the general rule of thumb for project files that are uploaded at the request of the person offering their help? I certainly do not want to step on any toes... again. :D

     

    Thanks

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