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Hash, Inc. - Animation:Master

Roughy

*A:M User*
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Posts posted by Roughy

  1. okey...did some more testing, it seems, the problem only happens when u use bones...wich i have assigned to the torso and the arms, the rest of the body (all parts that use cloth sim), does not have any bones assigned to them.

     

    wich sure..solves the problem, except for the fact that it will kinda be a pain to animate without bones :huh:

  2. reasigning the groups...fraid not.

     

    as with the other groups i had earlier, when it happend to them instead of the robe & cape, if i remove em from the group and assign em to a bone instead, other cp`s would get stuck instead.

  3. i am yet to try that last suggested, getting late, do that tomorrow.

     

    others tho..

     

    as i noticed, this happens to one of the groups, when there were more groups, it would happen to the other groups instead of to the robe and cape, but now that the other cloth groups do not exist they have the problems the other groups did.

     

    wich in result, all cp`s in the group are selected, none of them are under the control of a bone (during previous testing ive found out that having them under the control of a bone will distort em, but not that much)

     

    and btw, im using windows xp am v10.5o

  4. ive been experimenting a lot with cloth lately, and actuly gotten som pleasing results, mostly. ive had trouble with 2-3 splines in each group of cloth i create, they seem to move with the rest, basicly, but the are held back, like connected at the starting location. right now i have 2 cloth groups, one for the cape and one for the robe. earlier i had one for each arm, and another around the hood, but the same problem with that splines not moving was there, but at the time when i had the other groups for it to happen to, it did not happen to the robe and cape, it started happening only when i deleted these groups, and had only the robe and the cape. realy annoying when basicly everything else is working fine...well, maybe you guys got an awnser...

     

    robewtf.JPG

  5. righto, the weekend is on people!

     

    and for some reason, no ones alive over at the channel, or well, rusc was alive a few min ago....

     

    so, whatever you might be doing...working, eating, paying the phone bill or trying to kill urself, drop it and come and chat!

     

    also the fact that i`m bored to death....

  6. riighto, its wensday chat night (or well, i officaly said that its chat night every night, or everyday, but..whatever..)

     

    since i got school off this week i just thaught i would get as many users as possible over there. so atm, people usualy come around, 2 hours from now. altho atm theres actuly 10users there, only ecto is active tho.

     

    so everyone, join now! or wait 2 hours, whatever floats ya boat. the chat usualy goes one for about 7-8 hours (depending on how much time users got to waste)

  7. theres basicly me and vong that are on all the time, then once upon a time 1-2 others show up. then during the chat nights ive seen like 10 users, before i went to bed, and woke up right when everyone left :P

  8. with the wensday chat night, i assume iam on the only one that this kinda, lets say annoys. when all you guys over in the us (or round it) can chat the evening away, a lot of us from other places around the world have to gotto bed cuz they gotto get up early due to school or work, while the rest are at school or work at the time.

     

    i think more people should start coming by during the weekends when most people dont have to get up early, and there for, can stay up and chat the night/morning/afternoon away.

  9. so, after even more time ive concluded that the existing displacement map iam using for the basic water movement just aint cutting it. so, the creation of displacement maps..

     

    i looked into this

     

    http://www.hash.com/users/alweb/tutorial4/nightwavetut.htm

     

    tutorial and it seems to might have the proper movement effect. i tried downloading the .mov displacement map, but a:m would not import (or well, it would but would only show a black vid when it was in a:m).

     

    so iam off to create a dis map like that...

     

    and of course, i need you to find out how :P

  10. so anyways, i got the ocean itself nailed. now for the hard part, animating it for real big waves. or in my case, tidal waves....

     

    i tried using magned mode, but. agh...

     

    it would be like a ball moving forward underneath cloth, so that its like a huge "bump" that moves forward. ya`ll know what i mean..

     

    ideas?

  11. oook. so ive been searching the forum for various ways of making water and came up with this.

     

    1st

    http://www.streamload.com/roughy/watermaps.jpg

     

    2nd

    http://209.245.59.14/Gimme/42994189/264529...watermap1_3.jpg

     

    first one was done with final render, second with preview.

     

    ive decided i think the water gets its best look (and also i limited due to render times) so iam looking around for ways to render the water part in "preview" mode and the rest in "final"

     

    ideas?

  12. my point is not being to render faster. its being to render more chor`s without having to be there to start them everytime. like, so i can render a bunch of scenes while iam sleeping.

  13. i got a lot of scenes to render, deadlines to keep. i`ll be filming a few hours tomorrow and want to render them all while iam out. is there a way of making a:m render a lot at the time?

     

    i can just open a bunch of a:m windows, but thats so. ya know..

     

    thx in advance

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