pixmite
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Posts posted by pixmite
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Fellow AMers:
I've been trying to edit some control point bias handles as part of a muscle mode smart skin in V11t. My problem is with trying click on the control point in such a way as to have the handles appear for manipulation. One time I click I get point only. Another time I click I get CP and a highlighted spline and finally sometimes I click and the bias handles actually show up. Is there a control key I'm missing or something that is preventing the bias handle from showing up every time I click on a control point?
Not sure if this matters but I'm attempting to edit the SM bias in muscle mode with the model in shaded mode and the bias handles enabled.
Any pointers would be appreciated.
Pixmite
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Smart skinning might be a challenge. A SM set up for one pose (character) extreme will not necessary be good for the other extreme unless you blend the SM enforcement in your pose slider as well. This might work if the geometry was generic enough. Interesting idea though. Would I buy it? If I did, it would be to see how you blended the smart skins between character extremes.
Pixmite
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I really racked my brain on this one so I wanted to share…
A while I back posted a thread regarding a problem I was having with hair in version 11. My character’s hair seemed to be indiscriminately penetrating it her head geometry and then poking out the bottom of her chin forming a beard. Here is brief summary of the suggestions that were provided by the user community:
Make sure that the patch normals are facing out
Make sure that the angle limit isn’t too generous
Make sure that collision detection is on and that radius isn’t set to low
I tried them all but still was having problems. I finally managed to fix the problem by editing the hair control guides splines themselves. Apparently by having these splines at angles approaching tangential to the head geometry was causing some of the hair splines to never exit the geometry in the vicinity of the hair control guide. They popped out elsewhere, mostly at the bottom of my character’sa chin. By increasing hair control guide exit angle (by hand) to something a bit closer to perpendicular my problem went away. Yeah!
So keep this one in mine if you ever find yourself with a bearded lady.
Pixmite
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Not in front of AM right now but try adding your control point by holding shift and then move it by holding down the keys on the number pad.
Pixmite
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Can't remember the key stoke for it but I thought there was a command to slide a control point along a given spline without changing is curvature? This would alow one to put the point anywhere on the spline and then slide it where it needs to go.
Pixmite
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Paul/Godfrey:
Great tips! thanks for your input, I'll try a length decal and see how it goes.
Pixmite
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Paul/Ken:
Thanks for the suggestions. I'll give them a try and report back on the results.
Pixmite
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I thought in 11.0 the need to use decals went away, or are there some hair properties that are still better controlled via a decal?
Pixmite
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Fellow Animators:
Having a hair-raising problem with 11.0 hair. I have a girl model that I’m trying to give a head of hair with a simple style. I set up the guides to take neck-length hair and curl it under towards her neck just above her collar and keep it from the front of her face. This works pretty well but my character seems to have a bit of a beard. I don’t have any control guides that penetrate her head in such a way that would guide hair to come out of her chin so I don’t have and idea of what to change to fix this?
Has anyone else experienced this bearded lady problem? Is it maybe a stiffness or collision detection issue? Any words of wisdom would be appreciated.
Pixmite
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Fellow Animators:
I have a 11.0 hair question/survey for you. What are you finding a better technique for a head of hair?
1) Have the hair sprout from spline geometry of your character’s head
Or...
2) Create a separate geometry in the vicinity of your character’s head to sprout the hair from.
Thanks in advance for any insight that you might be able to provide.
Pixmite
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Before I download over 56K can anyone confirm if the the newest release "11.0g" isn't really release "11.0q" Thanks!
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I'd like to see a ocean simulation project/model and material efforts project/model
Pixmite
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Make sure you also have at least one force. In think you can turn is option of in the hair emitter properties.
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Do you have a pre-roll value set?
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Did you mean when you saved it as an action perhaps? If so did you make sure that didn't filter out the translational movement with the etc filter maybe?
Pixmite
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You might try a hair emitter with a decal...
Pixmite
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Is it possible that you have a filter turned on that is negating the changes that your are trying to capture with your pose?
Pixmite
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Two other suggestions:
1) Make sure you're not filtering out muscle key frames
2) Try selecting a group of points that contains the points you want the pose to mirror before attempting to paste.
Pixmite
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I would also concur that I do not think this is an onion effect. I also have a hard time believing its tied to a display driver issue since it surfaced for me between different versions of 11.0. I beginning to think this might be a bug.
Pixmite
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I too am having this problem. I seem to get when I upgraded from 11.0d to 11.0g. Mine seems to happen when I select a bone while in and Action Window. It as if my model sank into the background by about 40%. weird. I have been circumnavigating it by changing the view and then changing back.
Pixmite
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Mr. MacDonald:
Thanks for the references. I picked up "The Animators Survival Kit" yesterday. It looks like a pretty good resource.
Pixmite
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Fellow Animators:
The book that came with the software has a good tutorial on how to create a walk cycle using four reference pictures. Can anyone point me to some reference pictures of someone running for a run cycle action? Thanks in advance for any pointers that you can give.
Pixmite
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Ken:
If you edit the pose I believe that you can use the VCR controls to jump from key frame to key frame. (the one that looks like this >|)
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One could also extrude points from strategic places on the coat and have them not be part of the cloth group. Kinda like a string puppet (marionette?)
Bias Handles
in (2003-2004)
Posted
Thanks Yves, I knew it was going to be somehting simple