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Jof

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  1. Hi I am trying to animate a Sitting Room's response to - the loud ringing of a door bell - by making it either vibrate or shake at the sound of the door bell with it's contents moving around. Kindly, advice me on what sort of EXPRESSION will allow for this. The Room is rigged and I could animate it vibrating, frame by frame in an ACTION but I think an EXPRESSION might be more appropriate. Thank you! Jof
  2. Thanks, Itsjustme! Simply brilliant, just what I was looking for. Jof
  3. Thanks for your advice 3dartz! The clock has two hands one big the other small. It could have a third but two's find. Will this same principle apply to a TURNING WHEEL ON A CART? Thanks again Jof
  4. Hi all Can anyone kindly instruct me on on - how I can rig and apply Constraints to the hands of a clock so they both pivot from the centre and hence tell the time? It will be nice if they can both be rigged in away where one lags behind a few frames Thanks Jof
  5. Hi all I am Jof! I am sort of new to animation, well not really I have just stacked up numerous unfinished projects. Can anyone advise on how to change bone Keyframe Interpolation eg., to Linear 'in one go' instead of having to go to one bone channel after the other and changing each one's interpolation one at a time? What I mean is changing the keyframe Interpolation of each bone in my model all at the same time instead of having to select bone channel after bone channel then choosing the interpolation method. 'A way of setting all to Bone Keyframe Interpolation to Linear by default will be brilliant so anytime I move a bone I know that the interpolation will be Linear by default until I decide to tweak it using the fcurves'.[/i][/b] I like to start off my blocking with a Linear or Hold Interpolation but like to have it set right at the start.[/b][/i] Normally what I do is to go to the bone channel drag a selection around the bones and call up the menu to change the Interpolation Method to whatever I want but there must be a way to change all the channels universally in one go before animation actually starts. Is there a way of setting bone Keyframe Interpolation at the start of animation to linear by default instead of spline and keeping it Linear until I start tweaking the fcurves? Thanks Jof
  6. Jof

    Rigs

    Yeah! I have had that...The only solution I resolved to was to re-rig using the AM 2001 skeleton and adding User defined constraints and relationships to my hearts content. It might just be that adding User defined Constraints and Relationships might have no conflicts if done before the model is sent to TSM. However I did just that. I went on a wonderful adventure, using a variation of the Eggington Rig/TSM and had problems animating. Could just be I missed a few things!! I can remember in one of Raf's earlier Rigs called The Raf setup v3.0 he had this sort of variation. Well their was Apply for Eggington-style Spine and Apply for Eggington-style feet. So apart from your normally couple of Fanbone Constraints here and there, I just use the TSM Rig including Constraints as it is.
  7. That's a brilliant piece of animation. Can you kindly tell me how you went about timing the whole thing did you use the pose to pose keyframing method of laying down keyframes at every four or so frames them went back to add the inbetweens or what? I just want to get an idea of your timing method as I am presently struggling with timing at the moment but that might just be 'me problems with numbers'. Thank you!
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