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Everything posted by Ganthofer
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First a few questions: -what version A:M are you working in? -Does the AVI play on your windows media player or what ever you use for viewing AVI's? -When you bring the AVI into your project (as an image sequence/animation) does it show up in the PWS under Images? -If it shows up under Images in the PWS, what happens when you double click it (usually it should open in a player window)? -If you've gotten this far and everything is still showing up, how and what are you applying the AVI to and where are you trying to view it (e.g. Model, Action or Chor window)? here is a recent discussion of a similar nature (about MOV files) that may be help full trying http://www.hash.com/forums/index.php?showt...image++sequence
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I f you go into the PWS same as I described in #2 into the model, into the File Info, it's the first Item (right above the Filename) , simply click the OFF to ON and it's embedded when you save the Project. You can also then Click the ON to OFF and it will give you a File Dialog to choose where to save the Model File. This is usually what I do when I use a model from the CD/DVD and want to have it locally to modify and not copy the whole DVD. However, this does not embed or move the decals and maps. Consolidate might do this, I haven't really tried. Glenn
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Answer to question 5 - 1- if you hold the mouse pointer over the thumbnail in the Library, you should see a help text popup that shows the location/filename and the Library file it is in. 2- if you have a model or a model in a Project, expand the "Objects" in the PWS, click on the little triangle between the icon and the model name, click on the little triangle in front of "File Info", and the path and file name is the second entry down (unless you have "Embedded" the Model - in which case there is no separate model file as it is now part of the Project file). Glenn
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2 suggestions: 1- make a spline of the side profile of an egg and lathe it. or 2- start with a sphere and deform it using the distortion cage (or maybe it's called the distortion box?)
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I'm guessing it would be in the Turbulence folder. Compare 14 and 15 turbulence folders I only have a FractalSum.trb in my folder and in 14 when creating a material I only have a choice of Fractal Sum Turbulence. Have you mabe added in a turbulance in 14 from someone else?
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How to make the Bottom of a Caot Wave in the Wind
Ganthofer replied to Nuba X's topic in Work In Progress / Sweatbox
Are you using SimCloth? And if so, what are your settings? I have not done the Waving the flag lesson in many years, it used to be based on the spring system. Is that what you are using? -
How to make the Bottom of a Caot Wave in the Wind
Ganthofer replied to Nuba X's topic in Work In Progress / Sweatbox
First question: what version of AM are you using? -
I usually start with a material from the CD library (or the Extra CD/DVD) and modify it to my needs. What version AM are you running. There are also DarkTree materials which are very good.
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Here is a test and the project file (vc14c) to look at. Put your front and your side decals on the objects "front" and "side" . I tried using one object with patches at 90 degrees, but couldn't get the constraint to work. This version has 2 object Front and Side (rotated by 90). I added a bone (not attached to any CP's in the model) for each model. Dropped the models into a chor and constraned the 2 bones (one in each model) to aim at the Camera. then added an expression (in the chor) to the surface property Transparency for each of the 2 models. This is on the Front Modle If(Abs(..|..|Bones|Bone1.Transform.Rotate.Y)<45,0,If(Abs(..|..|Bones|Bone1.Transform.Rotate.Y)>135,0,100)) This is on the Side model If(Abs(..|..|Bones|Bone1.Transform.Rotate.Y)<45,100,If(Abs(..|..|Bones|Bone1.Transform.Rotate.Y)>135,100,0)) If you have questions, I'll try and answer them. Glenn -New test and Prj with png ghost images GhostTest01.zip ghosttrans.mov
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I agree with Rooky Animator's suggestion to model the head and the handle separately. Mechanical and rigid objects that are not going to stretch and stretch to any large degree, will not benefit from making it all one continuous mesh. A hammer is normally made of 2 parts (except for the all metal ones that are cast), so the seam that will show where they join will actually make it look more real. If you prefer a solution for your existing model, then decals would be one. The other would be to add or rearrange splines to physically model the seam where the handle meets the head. As for the black areas, a screen snap of wireframe would better allow us to point out what the problem is.
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If I understand your question, the problem you are having is with the 6 point openings in your shape? Well, here is my suggestion. I believe it will require adding 6 spline rings (not exactly rings, but rings as in closed rings).
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OK, I was able to duplicate it in v14.0c and v13.0t It only appears to happen when the section of the spline you are attaching to, has one (or both) of it's CP's peaked. If you make your Rectangle from 4 seperate splines or Smooth (instead of Peaked) then this does not happen. I can't say that I've done much splining with Peaked Splines. It's easy to reproduce, so you should file a bug report.
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Unless someone has a better Idea, I would recommend deleting the rig and re-rigging. I'm not a great rigger and limited in my knowledge of constraints. I would really recommend saving your Models at various stages of progress. Especially making changes to Models once they are rigged. If you have your model embedded in a Project file, then change it to unebbeded, save to a new location/name/number and then re-embed it. If you Have your file as a Model File (.mdl), then close the file you are working on, and in Windows (or Apple OS) use the file manager to copy the MDL (and all its maps, materials etc...) to another folder with a discriptive name (and maybe date). Glenn
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I don't know that I can help you there. Do you have a backup of the Model from before the problem occurred? If not, I would recommend you save a backup of it now and then check the relationships. If the message is accurate, the it should be called Relationship 1, it is a Translate to ( not a scale or a Rotate....) and the object of the translate to is "balance point". Sounds like part of a standard Rig. What rig are you using? 2001, TSM, the rig from TWO? Glenn
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My guess is, it is a constraint problem. Did you rig the model? Did you add any constraints, specifically to the "hips"? Circularity usually indicactes that one thing is based on another, but the other is based on the one thing. Making it circular. Since this would make any change in one result in a never ending change. Not the most clear and probably not the most accurate explanation, but it's my best at the moment. Glenn
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Exporting a model with displacement map as any of the export formats bakes the displament into the geometry in v15 alpha. Didn't try the older versions. Of course the results will vary, depending on how well your mesh exports and imports. Glenn
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He's using V13.0t
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Looks good. The straight path is a little distracting (maybe it needs just a little arc to it IMHO), but I think the Lamp post needs to flex a little bit on impact. Just my 2 cents Glenn
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Here is the way I understand the Libraries work: Under Options>Folders>Show folders for:Libraries(lbr files), the path displayed (i.e. /Applications/Animation Master 13.0/Data/Libraries), A:M expects to find a file (or files) with the extension .lbr. The name of this (these) files is what is displayed in the Library Drop down in A:M (i.e. Hash CD Libraries...). Usually these lbr files use relative paths inside "FileName=../Models/Actors/KeeKat/KeeKat.mdl". The .. indicate that the actual path to this would be (using the example above) "/Applications/Animation Master 13.0/Data/Models/Actors/KeeKat/KeeKat.mdl". In your pics, the folder structure should look something like below. The underlined would be the default libraries that are loaded when you install the application. You will have is Post Effects and Tutorials, and it should show as "Hash Installed Library" as the lbr file is named that in the Library folder. Or if you installed the data from the CD at installation time, I believe the lbr file will be Hash CD Library Hope this makes some sense. -Applications -----Animation Master 13.0 ----------Actions ----------Choreographies ----------Data ---------------Actions ---------------Choreographies ---------------Images ---------------Libraries --------------------Hash CD Library.lbr ---------------Materials ---------------Models ---------------Post Effects ---------------Projects ---------------Sound Effects ---------------Tutorials ----------Extra's CD ---------------Actions ---------------Choreographies ---------------Images ---------------Libraries --------------------AM Extras CD Vol1.lbr ---------------Materials ---------------Models ---------------Post Effects ---------------Projects ---------------Sound Effects ---------------Tutorials ----------Images ----------Libraries ----------Materials ----------Models ----------My Data ---------------Actions ---------------Choreographies ---------------Images ---------------Libraries --------------------My Library.lbr ---------------Materials ---------------Models ---------------Post Effects ---------------Projects ---------------Sound Effects ---------------Tutorials ----------Post Effects ----------Projects ----------Sound Effects ----------Tutorials
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In case you haven't closed A:M and opened it back up again, this always seems to be needed when adding libraries, as it appears these only get read at startup. If you have done that and they still don't show, can you show us a screen cap of "Options>Folders>Show folders for:Libraries (lbr files)" ?
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I second Will's suggestion. I have seen this problem (CP's getting stuck in the other mesh) when moving an object (deflector ) too fast or the mesh was not dense enough.
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Just my 2 cents here. I would run it once with the skirt (no cape or hair), then make the skirt a deflector and run it with the cape (no hair) , the run it with the Hair ( with the skirt and the cape already keyed ). I think this would be best, although you obviously have to run 2 cloth sims, but since there really wouldn't be much interaction between the skirt and the cape it should work and the cape will drape itself over the skirt. Of course, you would need to get the skirt animated the way you want it before running the sim on the cape. Oh, and by the way, very nice cloth skirt movement. The model is moving a little jerky though. Glenn
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I experimented a while back with Cloth and you might want to try making some denser meshes in the problem areas. I found that I could use the denser mesh during the simulation and switch to the normal mesh during rendering. If you don't want to have 2 versions of your model, you could create some mesh shields and constrain them to the legs and remove or hide them when you render. Just some ideas that you might find useful. Glenn
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The answer to your question is no. You can find the file types that can be rendered when you go to: Render to File Settings>Output>Format There you will find what your version of A:M supports. If what you want is .gif in the end, might I suggest rendering to TGA, PNG or BMP and using something like Irfanview (Freeware) to batch convert to GIF. Glenn
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First, let me state for the record, I am not a rigging expert and I don't pretend to be. OK. Link to Useful Links in the Forum The "Show some backbone" tutorial can be some what daunting but doable. The problem I found, was that after doing it, I still didn't really know much about rigging. Of course that is because it's not really intended to teach you about rigging or bones, only how to install the pre-existing rig. The one bone that you see when you switch to bones mode on a newly created model is the root bone. It is there by default and all CP's and bones will move with it (but not in the modeling window!!!). To add bones, you must select the little icon (upper right by default I believe- arrow with the +) similar to the one you use to add CP's to a model. place cursor and click right button down to place the start of the bone and move to where the end of the bone should be and release the button. In the PWS you will see the named bone appear and it is here that you control the hierarchy of the bones (which bones are parented to which bone). Now, you may have bones, but one of the CP's are attached to any of the bones (all CP's are attached to the root bone be default). If you click on a bone (it highlites and flashes) and the select a CP (or CP's left click and drag the box around one or more CP's) you will notice that the color of the CP changes to the color of the selected bone. These are just the VERY BASICS. If you then open a new action with this model or drop the model in a Chor, you will see the CP's move as you move the bones Good luck and if you get stuck, please be as specif as possible with your question (this question was really broad) and you will get more precise answers. There are also a lot of resources on the forum if you do a little searching. Glenn