Jump to content
Hash, Inc. Forums

fraizer

*A:M User*
  • Content Count

    14
  • Joined

  • Last visited

  • Days Won

    2

fraizer last won the day on November 10 2018

fraizer had the most liked content!

Community Reputation

3 Known

About fraizer

  • Rank
    New User

Previous Fields

  • A:M version
    v17
  • Hardware Platform
    Macintosh
  • System Description
    G4 OS10.8.2 1GHz 1GB-RAM

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Congrats to the winners and thanks to Robert running the contest and making the entertaining video.
  2. And provided some additional excellent detail. Thank you.
  3. Used to have a lot of Windows expertise, but no longer. The following is Mac-related. In A:M, I always render to a TGA sequence. If the program crashes mid-render, I can pick up where it crashed; no lost render (the .MOV) or render time. The format for render is selected in Camera settings, under Output Options. QT Pro7 is my workhorse for assembling the TGAs into a clip. QT Pro7 supports many output formats for clips. Usually I use the Animation codec as it preserves the Alpha channel (Colors = Millions+); also, by selecting Keyframe = All, the clip is essentially full quality, uncompressed. Other programs can perform these functions, but the work is really easy to do in QT Pro7. I do a lot of work in version 15, as well as version 17. From my perspective, v15 has aged quite well.
  4. YouTube it is. Here is the link: https://youtu.be/yLnrZywVnbA Sorry about the misfires... If anyone can provide a Mac-based workflow for reliably producing videos that will play in the forum -- much appreciated.
  5. I am puzzled too. Usually these things "just work." I cannot effectively test other formats, etc., because everything works for me in my browser (Safari).
  6. TGA sequence was exported from Quicktime 7Pro compressed as MPEG-4 video. "Prepare for internet streaming" set to Fast Start. Default extension is MOV. I changed the extension to MP4. Does play for me.
  7. Extension changed. Seems to work?...? Rhino-Beest-gait2.mp4
  8. It is MP4 in a MOV wrapper. Is this a Mac vs. Windows thing? The video plays for me...from the Hash website...
  9. Here is a movie of my Rhino-Beest model (so far). Looking at the video of Jansen's Rhinoceros, it appears that the six leg pairs (front + rear = pair) each have separate cycles. I decided to simplify the task of boning/constraining the model/action by making 3 pairs of bones/constraints and assigning CPs to leg bones so that the legs move symmetrically on either side of the model centerline. The action is driven by bones M1 through M6 which rotate around a common center and each move one of the leg mechanisms plus its respective CP doppelgänger. The walk cycle that seems to best resemble Jansen's Rhinoceros has pair M1-M2 (front-rear) set at 40 degrees apart, then an 80 degree gap followed by M3-M4, etc. Thanks again to Robert and Serge. Rhino-Beest-gait2.mov
  10. Robert, A brilliant solution and excellent explanation. For me, the key concept that I would never have arrived at is making bone F a child of bone B, without any intervening/connecting linkages. And your model and action are far simpler than my almost-works attempt. Simpler is always better in A:M world. Thank you. Joseph
  11. Very cool. It works much better than my attempt. I am still studying your bone, null, and constraint set-up. Cannot say I fully understand it just yet. Thank you.
  12. With a little background help from Robcat, I have made an action that almost works. The mechanism moves as it should except for the C-bone which does not do its job. The action is 2 seconds, 30FPS; by using a key framing cheat at 0:15, 1:00, and 1:15 -- moving the C-bone and all other bones into correct positions -- I get very close to the characteristic gait of the Beest. Good enough for animation purposes. But I do not think this approach is the real solution to rigging the leg. Here is a new version of the model, boned. And the action I have developed. leg-mechanism-test09.mdl leg-motion-test09-working.act
  13. Background: Theo Jansen designs and builds creatures he calls Standbeests; they are quite large, wonderfully whimsical, and often wind-driven. Here’s a link to his website: www.strandbeest.com A few days ago, I decided to model a version of his Rhinoceros, not a particularly difficult task. Then - before building the model - I fell down the rabbit hole of trying to mimic the leg mechanism that drives the Beest the way it actually works. Not necessary to make a model animate, as a simple set of bones with basic key framing could do that job, but an interesting problem. I have been stuck in the rabbit hole for days. Rigging and constraints are not really my strong suit… The mechanism is deceptively simple; the leg is driven by a crankshaft offset from a pivot point about which the leg rotates. The motion of the leg is controlled from two directions with linkages fixing the range and direction of the motion. It took Jansen a while to determine the correct lengths for all the relationships, but once calculated, building a working model was straightforward. Here is a link to a simple wooden mock-up (GIF) with a hand-crank drive. Also on this page is a video of Jansen pulling his full-size Rhinoceros (as well as many other Beests): https://nerdist.com/walking-with-the-incredible-strandbeests-of-theo-jansen/ The reason I cannot get out of the rabbit hole is I have failed to find a bone structure / hierarchy and set of constraints that will drive the leg mechanism and not come apart. Not even close. I suspect I am missing something obvious. I did a forum search and found no references to Jansen or his Beests. I thought that strange as they are so interesting… Here is my simple leg model, without bones (except M, the crank); also the PNG rotoscope file (from Jansen’s site). The line segments are as close as they can be to Jansen’s holy numbers, in cm. Thoughts? Joseph Fraizer www.iconmine.com leg-mechanism-test08-deboned.mdl
×
×
  • Create New...