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Hash, Inc. - Animation:Master

MMZ_TimeLord

Craftsman/Mentor
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Everything posted by MMZ_TimeLord

  1. Just thought of something. If there is an "UNDO" section or file associated with the project, that could be the culprit too. Hmmm... to hunt the bug or not, THAT is the question.
  2. Robert, I found a work around. Not the bug, but a way to clean it from the Choreography. I believe it is in the Choreography section of the Project. I save out the Choreography and then create a new Project and Import the saved copy. By doing this, at the saving process or importing process, the corruption is filtered out. See for yourself... SelectRotateMoveBug03.mp4
  3. Robert, I started from a new empty Project. Opened my model files, then created a new Choreography. Placed a few instances and all was well. As I was adding more instances (parts), I would stop and drag select and rotate the last 6 to 10 and make sure they nudged, rotated, etc. Again, all was well... until. Well, see the video. It may be file length related as there are a lot of instances and after a certain point things don't rotate properly or get locked altogether. I am also including the project file with the models embedded. It seems to retain the behavior. Test it as you see fit. SelectRotateMoveBug02.mp4 PVC PartsEmbedded.prj
  4. Well, I'm thinking it's just this one project then as drag selection yields me almost NO movement of the model instances now. Something is surely wonky. I will try and rebuild it slowly as I have the individual models saved as separate files. I will keep the original file and browse through it with a text editor and see if there is any obvious corruption within. Wish me luck!
  5. I noticed this in the 18.0L release post..." Fixed All: Turn rotates only around the global axis of selected objects , not the local axis" I guess not eh? I'll have to wait for 18.0m to go public.... *sigh*
  6. Okay, a few details just so they are not missed. I am running Windows 7 - 64bit with Service Pack 1 and all critical updates. I am also using A:M 64bit version 18.0L Web subscription (latest). Here is my video response to Robert's Demonstration: Enjoy! DragSelectMove01.mp4
  7. I tried to assemble the models in an Action object with similar movement issues. *Sigh*. I guess I just have to bite the bullet and manually move them one at a time or group items that are oriented the same way. That seems to be the only way to move more than one. CTRL-Selecting the model instances in the PWS works a bit better but is a PITA to organize properly. YEESH! Intuition states that simply grouping a bunch of models and nudging or dragging them should do so without scattering them or leaving some behind. Bug report or feature request?
  8. Well part part of the solution I found was removing my model instances from the folders I had created in the choreography. I had so many I was just trying to organize them. It still does not move about half of them in the selected group, even after putting the instances back in the root of the choreography. I will do some additional testing this evening. Cheers!
  9. Hello, All! I've been away a while... work demands my attention. I was messing around on a personal project and had a lot of models (four, but with lots of copies) to assemble a structure. The issue I am having, and maybe I just forgot how, is I select a group of models and want to "nudge" them over with the arrow keys. Well, this results in the models moving all different directions as they have been rotated from their original placement. I can drag them with the mouse with no issue, but it is not as precise. I have attached images to show what I mean. EDIT: Correction, it even shifts the models when dragging with the mouse or isolating one axis by holding "1", "2", or "3" while dragging. It appears to shift the models in the group when grabbed with the mouse or an arrow key is pressed. The arrow keys progressively shift the models further and further. The Mouse grab does it every time the group is grabbed and moved with the mouse (click and hold on the group, then begin to drag). Now I'm really confused. Did I do something wrong or is this a bug?
  10. FYI, I had an accurate orbit model with all the known bodies in the solar system, I think it went to the extras DVD at one point. Not sure. All the planets, even Pluto when it had just been demoted, their moons and lots of fairly high resolution textures. I also modeled their orbits and rigged the whole solar system. If you need it let me know, I'll find a way to put it up on the net. Cheers! EDIT: Found my old post with my whole solar system project uploaded HERE on the forum!
  11. I wonder if NetRender crashes at the same point. I would probably try it on that frame and see. Cheers!
  12. Yep, I agree... Excellent work! The entire team is one of a kind!
  13. One critique I have for the animation is that the left foot is LOCKED to the deck. A true sword fight or even in fencing, the foot does pivot and move slightly with the other. Footwork is essential to keep you out of reach of your opponent's weapon. At one point it looks like her ankle gets broken. Other than that, the movements are a great start!
  14. Reminds me of a childhood toy I had... Weebles Wobble but they don't fall down... LoL
  15. I am so sorry for your loss. My wife's friend lost her mother last week too.
  16. Keep in mind also that your 'victim' will be lit quite harshly to make him the center of the observation/experiment. The ship itself will not reveal itself to him if/until he leaves the hard harsh examination/laboratory light. This is a common way to keep the audience from seeing too much right away. Mystery can also be very creepy. I would say that if your abductee is able to escape the table/confinement, then you could reveal the rest of the room in very soft lighting dark greens and grays are very ideal to make the viewer uneasy. If he/she escapes the first room, then maybe the rest of the ship is more well lit. Or everything could be very subdued in lighting. Aliens might not need the bright lights to see properly that we do. I agree with the high tech minimalist/clean look. Light strips, some indirectly glows, etc. Cheers!
  17. Rodney, 1. You would most definitely begin to feel withdrawal symptoms. 2. You would become frustrated with your inability to record further tutorials with the current version of A:M. I have purchased a second subscription for my laptop and am loving it! Not to mention the 10 render node licenses I picked up too. I think you are far too entrenched in this "Hobby" to let go now. C'mon... you know you wanna...
  18. Yes, Happy Birthday Holmes! Hope you and yours are well and happy!
  19. Congratulations John! Happy Womb Escape Day!
  20. Thank you everyone! Rodney, that is TOO cool! Now I MAY have to model that in A:M! Had a short day at work and everyone at the warehouse enjoyed my Birthday Cake! Thanks again!
  21. John, Thanks for that! *Blushes* I have the entire solar system modeled as well. Including scale accurate orbits, most of the satellites around the larger planets as well. I also modeled a large rotational indicator arrow. The Earth model included in this package has only 1k maps, but still good enough for a lot of stuff. Here's a quick preview fly through. Pluto jitters a bit due to precision errors I believe. I rendered a test image in V17.0e and the render as lines precision on the orbits is still funky and they render VERY thick when you get close, even when the line width is turned WAY down. Sol_Flythru.mov Here is the project all zipped up for your convenience. Sol_System_Project___Files.zip
  22. Gerry, I did several versions of Earth, along with a complete (nearly) solar system project too. I am posting the version of Earth here with 2k maps. Color maps for each month of the year. Single displacement, bump, etc. This is what it looks like, still and rotation. Rotate_640_Lossless_1.mp4 Let me know if you need higher resolution maps, mine go all the way to 8,000 x 8,000 pixels! They were pulled from NASA's Blue Marble project... check the readme in the Zip file. Jody Project_Earth__V13_2k_maps_.zip
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