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Hash, Inc. - Animation:Master

Ganthofer

*A:M User*
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Posts posted by Ganthofer

  1. 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?)

  2. 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?

  3. It has to do with the number of Post you have made (I believe that's what it is anyway, could be wrong). Not sure whether it's topics started by you, or just total posts. I've seen some one with only 124 post with 10 blocks, so and 39 post with 3 blocks. Don't know what the equation is. Once you get 10 little blue boxes, that's as far as they go.

  4. 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.

  5. 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

  6. 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.

  7. This is what I mean by "Mirroring" the camera:

     

    First, to make it simmple to explain, I will assume the relective surface is flat and in th XZ plane at Y = 0 with the Camera some where in a positive Y location. (if the location and orientation of the plane are different, it just makes the calculation harder, could be taken into consideration by the expression maybe ;)

     

    - Render the object with Alpha and the Refective plane off.

    - Change the sign on the Translate Y for the camera (moves the camera below the mirrored surface)

    - this is the tricky part, (haven't worked out the math on this. I think it could be done with an Expression) change the rotation of the camera so it is pointed at the same point on the mirror plane.

    - mirror plane still off.

    - Render with alpha

    The results I got, had to be flipped once vertically to be correct. (I believe this will depend on the quadrant your in and the roll of the camera).

    The object is still lit by the original lights at the original angles.

    If your object is reflective, this technique doesn't work, as the reflection of the reflection ... isn't there.

    If your using a background (it may not work so well, as these need to be turned off for the alpha to work)

     

    I'll post the test I did when I get home.

     

    Glenn

  8. just a quick thought on the problem.

     

    Following the method you were using, you might get good results by mirroring the lights when you render the "bottom reflection".

     

    It might also be simpler to mirror the camera position and flip the images.

  9. 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).

    post-1360-1201287572_thumb.jpg

  10. 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.

  11. I installed and got a message about a file that could not be opened.

     

    Below are the last lines of the Install.log from the new web render.

     

    File Copy: C:\Program Files\Hash Inc\V15.0WebRender\gdiplus.dll

    The file C:\Program Files\Hash Inc\V15.0\mfc71.dll could not be opened.

    User Rights: Admin

     

    I started the Messenger.exe and set things up as described. It started downloading the tempdata and stopped at about 148MB. When started again, it began downloading but froze on a file at 2%.

     

    V15.0 did not have mfc71.dll, I have copied it from V13.0 (asa V14.0 didn't have it either) into V15.0 just incase.

     

    Any reason to reload it? I'll be signing off about 1am my time (Germany) but will leave the PC running.

     

    Glenn

  12. 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

  13. 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

  14. 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

  15. 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

  16. 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)" ?

  17. 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.

  18. 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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