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Hash, Inc. - Animation:Master

pixmite

Craftsman/Mentor
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Posts posted by pixmite

  1. Rodney:

     

    Yes, I have my advanced properties turned on. It is through these properties that I have created my time based action. What I'm looking for now is a way to remove it's time dependency and make it a pose.

  2. Oooh, Oooh… RJ I think I got it. Thanks your great suggestions I’ve come up with two ways to skin this cat. I’ve spelled them out below for everyone, but I like option 2 the best:

     

    Option 1) Homemade smart skin

    · Instead of creating smart skins, create a pose that will animate your CPs the same way you would have wanted a smart skin to.

    · Create one pose slider for each of your characters extremes.

    · Set both pose sliders to zero.

    · Animate by moving the pose slider with the bone that corresponds to the state of the character (i.e. which extreme)

     

    Option 2) Two smart skins per joint

    · Create a smart skin the normal way for one of your characters extremes. When you’re happy with it set the enforcement to 0%.

    · Add a second smart skin for the same bone bending in the same direction for your other extreme.

    · Set both smart skin enforcements to 100%

    · Create an action with your character at one extreme, its corresponding smart skin set for 100% and the other for 0%.

    · As your character animates from on extreme to the other in the time line reduce the corresponding smart skin enforcement while increasing the other.

     

    * One weird quirk with this method. After I created the second smart skin for the same joint I found that the first smart skin reaches it final position at 50%??? The second on remains unchanged still at 100% If I set the first smart skin to be at 100% in an action, it behaves as if it was set for 200%. Just for kicks, I added a third smart skin and when I do the 3rd remains normal but the 1st and 2nd reach their final positions at 25% & 50% respectively. Sounds like a bug????

     

    Once again thanks RJ for your suggestions I was really banging my head against the wall on this one.

  3. I've got a character that I want his face to turn red with anger. I've create an action to change the color of his face cp group but I'd like to make it time independant by turining it into a pose (for eaiser/more flexable control). Is this possible? If so can someone walk me thru the steps of turning an time based action into a pose. Thanks in advance for any help that you can give.

  4. I'll give your idea a try. I'm also still trying to animate the enforcement of a given smart skin in and action. The smartskin enforcement percentage can be set to be varied over time, but can't seem to create a channel for it version 11. I'm not ready to give up yet though.

  5. I think I've found a way to do this. I can animate the enforcement of the smart skin in an action. Now all I need to do is turn the action back into a pose. Can anyone explain to me how this is accomplished?

  6. Fellow Animators:

     

    Is it possible to variably apply a Smart Skin? i.e. have a pose slider govern the volume mesh deformation defined by a Smart Skin?

     

    The reason for the question is that I have a character that will be changing shape over time so the smart skin definition I created for one extreme will work fine but be inappropriate for the other extreme.

     

    What I’d like to do is set up another smart skin for the other extreme and use a pose slider to govern the volume of smart skin application as he changes from one shape to the other so that the appropriate smart skin of an appropriate percentage takes precedence. Is this doable? If so can someone point me in the right direction on dhow to do this or have and alternative suggestions?

  7. Nerrazzi:

     

    I too am working on a very muscular character with a lot of detail and there is one piece of advice that has helped me that you might find useful. Try to keep in mind how the muscles contract/relax as you character moves. Planning ahead and experimenting with how they animate as you model will help you decide where to best place the CPs for detail and animation.

     

    A good place to start might be to slap a bone that great shoulder of yours, rotate it through range movement and then watch closely where each of your control points go. There is a good possibility that you will be able to slide your detail enhancing caps along their complementing splines to help simply your Fan-bone/cog/smartskin set ups while still maintaining the detail. It will still be a huge undertaking but I would be very interested in seeing you post your shoulder animation solution. Good luck.

  8. So I have this shoulder bone that I’m trying to come up with a creative set of constraints/limits to govern its movement. My model was constructed the standard way, arms straight out to the sides with palms down. The shoulder bone is straight along the line with the arm and has the roll handle pointed straight up.

     

    When I rotate the arm up/down (placing one’s arm over head and at one’s sides) I get the desired effect with my cog/fan bone set up. If rotate the arm forward and back (from the top view) I get the desired effect. The problem I’m having is when I rotate the arm down to my characters side and combine this movement with a swing back and forth like it would when he walks.

     

    Now imagine exaggerating the height of the arm swing or having the character swing his arm as if winding up for a baseball pitch. As he swings his arm forward and it reaches shoulder level, the shoulder bone will have had to rotate 90 Deg on its roll handle to take advantage of the Smartskin I created when I rotated his arm forward from the neutral position (top view as mentioned earlier). Furthermore, as character’s arm continues the swing overhead the bone needs to rotate another 90 Deg to match up the original arm lift Smartskin.

     

    I’ve played around with “aim roll at” and “Euler limits” constraints with no avail. Does anyone have any good suggestions on how to set up a bone roll proportional to the level of the arm swing? Thanks in advance to any pointers that you can give.

  9. It appears that all model poses that are defined in the relationship window are assumed to be at the 0% (minimum) position when the window is first opened, however the pose slider is set for 100%. The user manipulates the model to represent the 100% position and low and behold the pose slider works great.

     

    Yeh, but what if you have a model where the “At Rest” geometry is currently positioned at what you would want to be a 100% pose position already? Example: A character’s eyelids are usually modeled open rather than closed.

     

    So let’s say I want to create a pose that will close my character’s eyelids. I create a pose and then set the slider for 0%. I then set the slider for 100% and move the geometry. The result is a pose that immediately jumps to the 0% position and never moves regardless of the percentage setting. I tried to change the pose settings for Default at from 0% to 100% and that didn’t help. Nor did changing the min to –100% & Max to 0%.

     

    Ok I need a head slap now. I know AM can do this. What am I missing/forgetting???

  10. You can get away with tilable images to a degree. You and add a turbulence combiner material to the same object that you image tiled to break up the consistency of the tiles. My 2 cents.

  11. Has anyone experienced any problems importing a version 10.X AM model into version 11? I have a 10.X model that I'd like to import to take advantage of some of the new features but would like to know if there are any stumbling blocks.

  12. Looks great! Certainly a lot better than my first models. A couple of suggestions if may though. If the character is eventually going to have a head its neck seems to be a bit long to me. Secondly, from your first image it looks like your character could use a little smart skinning, fan boning or cog assistance in the shoulder area if you haven't gotten to it already.

  13. After reviewing and creating some poses based on the techniques garnered from the training CDs for version 8.X & 9.X, I'm hoping that someone might suggest a better way to create what I'm calling a compound pose with version 10 & up.

     

    Here's what I'm attempting to do: I have created a pose that open/closes my characters eye, now I'd like to create a pose that will allow me to change where the two lids meet so that I can increase the number of eye related of expressions my character can have.

     

    I've experimented around with poses within poses a but haven't produced anything worth while so far. The version 8.X & 9.X method involves adding a whole bunch of bones and then baking an action as pose in chorography or something. -> I got lost trying to do it this way. Does anyone have better way to do this that takes advantage of the added functionality of version 10 & up? Thanks in advance for any suggestion that you maybe able to offer.

  14. I'm having a two issues with the brick plugin and am seeking some advice from you wizard out there:

     

    First, I have brick material applied to 3 surfaces (simple walls). On one of them the brick is displayed correctly in its traditional 1/2 overlap pattern but on the other two surfaces the bricks are stacked on top of each other with no overlap??? I tried adding the material to each of the surfaces individually and all at the same time but got the same result. Can anyone shed some light on this and/or how I might fix it?

     

    The second issue is that the brick pattern seems to create a secondary pattern when viewed from a distance. The pattern resembles a material which you might create to simulate wood grain, except mine is in dark red and gray and looks like its made out of little bricks. Anyone have any ideas on how to eliminate this secondary effect or reduce its prevalence?

     

    Thanks in advance for any suggestion that you can provide.

     

    pixmite

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