sprockets The Snowman is coming! Realistic head model by Dan Skelton Vintage character and mo-cap animation by Joe Williamsen Character animation exercise by Steve Shelton an Animated Puppet Parody by Mark R. Largent Sprite Explosion Effect with PRJ included from johnL3D New Radiosity render of 2004 animation with PRJ. Will Sutton's TAR knocks some heads!
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Hash, Inc. - Animation:Master

Pitcher

*A:M User*
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Pitcher last won the day on April 3 2019

Pitcher had the most liked content!

Profile Information

  • Name
    John
  • Location
    Houston, Texas area

Previous Fields

  • A:M version
    other
  • Hardware Platform
    Windows
  • System Description
    Lenovo, Windows 7, 8 GB
  • Short Term Goals
    I am trying to learn Animation:Master well enough to make my characters able to do as much or more as live actors in a movie.
  • Mid Term Goals
    I have made 80 characters, 8 sets, and can make the characters walk and talk at a rudimentary level. I am trying to learn how to make the facial poses so that I can make my characters show all the expressions and more that KeeKat can show. I can make short talks like in the lesson, but when I try to make a five minute conversation, I find that the program does not seem to handle it. I need to know program limits. I want to make an airplane do aerobatics, but there seem to be restraints in the program that I must overcome. I need to know the constraints and how to disable them. I also need to know how to make propellers turn faster. Some seem to turn fast and others very slowly. I need to know how to control them. Precise control all around is something I need to work on.
  • Long Term Goals
    I am trying to create an animated feature which has about 80 - 100 characters, 10 or 12 sets, conversations, song and dance numbers, etc.
  • Self Assessment: Animation Skill
    Familiar
  • Self Assessment: Modeling Skill
    Familiar
  • Self Assessment: Rigging Skill
    Familiar

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  1. I highlighted the model that I wanted to import the action for. I right clicked on the highlight. A choice to import an action was there. I navigated to the action file and clicked. The action was imported, and the model changed. Thanks! I had always done this through the library like it shows in the book. This way seems to take out the middle man. I appreciate your patience.
  2. I went to import it into the project, but I did not see a choice for importing an action. How do I import the action into the project?
  3. Today is the first day that I have tried in Version 19 to drag an action file shortcut onto a model. I have the action file. I have a shortcut in the library. I have the library on the monitor just below the Properties. When I click to drag the shortcut over the model, there is a very small icon that begins over the Project Work Space separately from the mouse arrow, but will not go over the highlighted model that I want to apply it to. The model does not have the unpickable sign on it. The arrow goes entirely off the monitor and the shortcut is not even on the middle of the screen. Also, sometimes I get an error message that says "Encountered an Improper Argument ". How do I fix this issue? I've already tried using the backup copy of the choreography file with the same results. I also tried importing the choreography file into a new choreography file, but had the same results. I use Windows 10.
  4. I apologize for missing our meeting yesterday! At 10:00 a.m., I was all ready, but by noon different things at my house had grabbed my attention. I didn't realize I had forgotten the appointment until last night around 10:00 p.m. I'll have to set an alarm or something to remind me of the time. During last week, I reinstalled skeletons for all my damaged characters. I did save copies of damaged characters with foot targets that didn't work so that we could look at them if we wanted to figure out how to repair the foot targets. This seems to be a weak point of the skeleton A:M advises us to use. This has happened to my skeletons on about three different occasions. I use the same templates and morph them a lot, because it saves me from having to put in the user properties, and code the fingers, etc. Usually, everything goes well, but sometimes it doesn't. Then, it seems, there is no way to make a repair.

    Well, anyway, sorry I missed our meeting and hope to see you around the forum. Have a great holiday!

    Pitcher

    1. robcat2075

      robcat2075

      That's OK.  Maybe next week!

      I'm sure there is some solution but I'd have to see the case to know more.

      Happy New Year!

  5. It turns out that Plan B is probably going to work OK. I just used the leg bones to get the character to walk. Thanks for taking a look at this. I meant to come this last Saturday, but something came up. I may still be there this coming Saturday.
  6. I might bring it to Live Answer Time! this Saturday. Hope you have a wonderful holiday!
  7. Thanks. I have quite a few characters in the scene, and all of them work except this one. Actually, to let you in on the true horror of the situation, I was making a tribe of Native Americans who all looked like Caddos. The females were variations on one template female, and all of them work fine. Unbeknownst to me something was wrong with my first Caddo male, and the rest all had the same malady. That malady is that the foot targets don't work. Even though they are all male Caddos, they have different necklaces, bracelets, vests, leggings, face paint, etc. It is a giant pain to go back and recode their various body parts, coverings, and doodads to different skeletons. That's why I'm so intent on finding some way to reconnect foot targets. I'm not completely crazy about foot targets. Maybe, I could make the things work if I just have the bones where I can see them. Maybe, that would be a reasonable Plan B if reconnecting the foot targets is deemed impossible.
  8. It has happened again. The foot targets have become unattached. Forget about double skeletons or anything like that. This was just a case of my preparing a character, and I got him all done and ready to use. Then, I noticed that his foot targets won't work. Is there any way to reconnect the foot targets? I am using the 2001 skeleton that the book I received with the program advised me to use. The foot targets on this skeleton seem to be the weak point, because this same difficulty has happened to me about three or four times. It seems that I should not have to throw away the old skeleton and put another one in its place. Surely, there is a way to reconnect the foot targets. I have compared all settings with other models where foot targets work, and I have not found any differences. I have tried before to copy foot targets from a working model to a damaged model and got it to work again. I also tried that today, and found that apparently the new foot targets somehow target something themselves, and this time they picked the wrong target. (There was something in the help that appeared on the right part of the screen on this when I did it that I did not understand at all. There were rules about Euler or something that sounded like computer engineers would know, and I just erased it, because it was too threatening.) Does anyone know how to reconnect foot targets on the 2001 skeleton by first opening this, then clicking on that, then pressing the "on" button, or something like that?
  9. robcat1275, I think I finally understand. The part where I was losing you was when you would render the decal model. That went by so fast that I did not understand what you had pressed and what you were doing. Once I understood that, I also understood what you were saying about using the alpha channel in A:M's rendering. Wildsided, once I finally understood that the effect doesn't show up until the rendering is done, I also looked at what you instructed, and it works fine. Thank you both for your patience!
  10. No, I did not do cookie cut. I went back up to the movie you made above, and now I understand where you are going with this. I will watch the movie a few more times and apply the information in your movie to the new picture. Also, since we are not doing alpha channel in the PhotoPlus program, but instead are doing a png, is it really important for me to use the PhotoPlus program? I am much more familiar with the Adobe Photoshop Elements 5.0 that I have. I could just go to that and make a png. I don't know if at some point we are going to try to use alpha channel again in the PhotoPlus program. That didn't seem to go well. I realize that I am a slow student here, but it is completely different from anything I have done before. Once I get it, however, I will take it to the grave. It seems to be of vital importance for more advanced modeling. In the book that comes with the program, someone might want to add a page that says something like, "When you have learned these basic skills, you will need to explore: (LIST OF SKILLS REQUIRED TO DO AT LEAST A MID-LEVEL JOB WITH MODELING AND A REFERENCE TO ROBCAT TUTORIALS A-H)." All of this that I'm trying to learn now seems to be a whole different level of abstraction from the initial skills, and I am very grateful for your efforts in teaching it to me. By the way, I said Mid-level above, not because I think that's where your tutorials leave off. I think your tutorials probably show much more than I might ever learn, but I think learning this kind of thing to some extent is needed to get beyond the basics. Another idea is to include a list of additional software that might be helpful in doing the next level of lessons. When I read some of the discussions that have gone before, I see that someone takes the file out of A:M and puts it in Program X and does something to it there, and then might take it into Program Y and do something there and take it back to A:M to use it in a final project. I don't usually understand what Program X might be or how we know it is compatible with A:M files or what is special about Program Y and why it's needed. A little on ancillary software might be helpful for novices like me.
  11. robcat1275, my son showed me how to make the picture. I was able to write on the invisible background and save it as a png. I applied it to a patch. It did not make the patch disappear. It looked like the picture I drew on the white patch. Wildsided, I tried your suggestion, but I must have done something wrong. The pine needles showed up on the patch with a black background. A screen print is attached.
  12. I'm not really sure when the Live session is on Sat. I'll have to check the time. I will try to be available. Wildsided, thanks for the idea. I will see if I can do that.
  13. I'm not sure if I really know what to do. I may just be messing it up. But when I have just a checkerboard background, the program will not let me draw on it. It saves as a white rectangle. The png. when applied as a decal, does nothing to the patch. The patch looks like it did before. While waiting on the Internet today, I modeled a stem and pine needles. You've mentioned several times that there is a way to model pine needles in A:M and use the alpha channel there to do the cookie cutter approach. That may be what we need to do since my photo program is as it is. I will attach the model file for the stem and pine needles. Pine needles on stem.mdl
  14. My internet seems to be going in and out. I wasn't able to get on for a long time today. I'll try the png tomorrow and get back to you.
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