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Everything posted by Meowx
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Oh man, thank you for that. I was wracking my brain yesterday trying to remember what the name of the skeleton model was!
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Haha, awesome short. The newton is perfect for it!
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This sounds really familiar...
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If you have a video editor, it's simply a matter of rendering the the spin once in wireframe, then again in shaded; then fading between the two. If you don't, or just want to do it all within A:M, either of the above techniques work great.
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Fantastic splineage on that face!!
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Nothing reliable, unfortunately! I find it typically happens if I've had A:M sitting open for a while; moreso when in another program (like working on a texture in PS or what not). But yeah, the "save early, save often" mantra is well engrained in my head, lol.
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Not a biggie here, but I get a lot of crashes on copy/flip/attach. No more in v16 than previous versions, but no less either. Can happen on big things or things that are only a couple patches in size. Is this an issue a lot of people have? Is this AM Report worthy? Like I said, no biggie; I typically save before I CFA. Just wondering if other people fare the same. Thanks!
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When you drag a model into another model, you're making a copy of the original model as part of a separate model. You're copying and pasting, basically. To assemble different bits that reference the source like you want, you'll want to assemble them in an action. IE, make a new action with the character, then drag the crown into that action, position it on his head, and constrain it to his head with "translate to" and "orient like" constraints.
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The alpha channel for both images is blank. Maybe you accidentally deleted it when you saved the bump map?
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Razor wire aside, acting things out yourself for reference is absolutely one of the best things you can do for your animation. It's amazing how much life you can breath into a motion - or even just a static pose - by standing up and acting it out yourself. Plus, sometimes it's just fun to get up and stomp around like a dinosaur!
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With the action open, right click your model in the PWS and choose "new decal." A must for flattening models!!
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I've been getting this pretty commonly since v15 (maybe even before that). Never really worried about it since it doesn't effect final rendering. It usually seemed to pop up when nearby CPs were edited/removed, but damned if I can get it to happen right now!
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how those yellow flowers appear in your lawn
Meowx replied to johnl3d's topic in Tinkering Gnome's Workshop
Ha, reminds me of Fantasia! -
Hmm odd, must be some domain issues. Fixed the link!
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Finished off some texture work and tweaked some smartskin/cp weighting last night, I think this character's pretty much finished! http://www.modenstudios.com/atra_rotate.mov
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Heh, Fenslerfilm randomness.
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Feature/Plug in idea: CP-based decal memory
Meowx replied to Meowx's topic in Work In Progress / Sweatbox
I have not! Downloading it now, I'll take a look! -
Feature/Plug in idea: CP-based decal memory
Meowx replied to Meowx's topic in Work In Progress / Sweatbox
Indeed, I do use that feature whenever I can. Unfortunately, most of my models are comprised of multiple flattening actions, and not all of them get saved independently of project files. So there's a lot of backtracking through previous versions of project files to try and find the right action, and even then the "recall view" option doesn't always work properly. Was more just wondering about the feasibility of a feature like this! -
I've always dreaded going back and editing the geometry of "finished" models because it typically involves breaking decals. Is it possible to work around this by storing decal stamp data on a CP by CP basis, rather than a patch by patch basis? Now, bear with me for a second here. My programming knowledge is pretty limited, so I have no idea how feasible something like this is; if it would work, if it would create ridiculously bloated files, what have you. But I DO know that this is a feature I've wanted for a long, long time and it just kind of occurred to me how one might go about doing it. Here's what I'm thinking. Here's a simple little model made up of four patches and eight points, A-H. Now, say you delete points E and F like so: A:M would remember where on the the stamp points C - G and D - H are and attempt to fill it back in. Say you draw a new spline down the middle: A:M would remember where on the the stamp points A - B, C - D, etc etc are and attempt to fill it back in. Say you completely remove the spline and CPs where E and F where: A:M would still remember where on the stamp C, D, G, and H are so that if you draw it back in: A:M would again attempt to fill the decal back in. Is this something that could work? At all? I know I would be eternally grateful for a feature like this.
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Ah ha! That's what I'm after. And that's why I asked before filing a report, lol. Thanks, Nancy!
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Just wanted to verify that I'm not doing something wrong here before I throw up an AM Report. I'm using the Mac version of v16 and can't get spring systems to work. In an action, selecting "simulate spring systems" does absolutely nothing. In a choreography, the option is grayed out. I hopped back to v15 (same project, same actions, same chor) and "simulate spring systems" works perfectly fine in both acts and chors. I also tried creating a brand new action in v16; same result. Anyone else have this issue? Thanks!
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A little more tweaking in After Effects got me more what I'm looking for: shouldertest_2.mov
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Thanks all! Working on textures for another character; did a quick test render for some sprite particle and animated decal fx on the shoulders. Decal is a bit bright, but turned out ok. shoulder_test.mov