sprockets The Snowman is coming! Realistic head model by Dan Skelton Vintage character and mo-cap animation by Joe Williamsen Character animation exercise by Steve Shelton an Animated Puppet Parody by Mark R. Largent Sprite Explosion Effect with PRJ included from johnL3D New Radiosity render of 2004 animation with PRJ. Will Sutton's TAR knocks some heads!
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Hash, Inc. - Animation:Master

yoda64

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Everything posted by yoda64

  1. That's true , but there is another plugin , which will do this :-) I don't know why I had'nt release it before (initial build was from early 2007), but now it's included in the mirrorbones download . After the constraints are mirrored , you must work with a new action , because existing actions will not reflect the changes .
  2. The grid settings are changed .... This problem is solved for the next V15 version . In the time between use for Step Width "5" .
  3. Please make a screenshot from the settings at the terrain plugin dialog , before the problem occurs . And fill out a report at A:M Reports for this problem . I know, there was a problem under some specific conditions. All other is a look through a glasball for me .
  4. Set the option "Create model for bounding hull" to "On" or the pannu model . Than you can see , what's gpoing wrong , the model needs "Newton_" groups to work properly, similar the shaggy model .
  5. First your pannu model is not embedded , so I'm not able to reproduce your problem . But some things anyway - the panno model has wrong normal directions - set the fps for the project to a higher value (300 fps as example), - set Reduce Keyframes to on - simulate - set the project fps back to your original value
  6. I have put now the (hopefully :-)) correctet version on my website .
  7. I see the problem :-( Looking today at this . Update The problem occurs only with models with a extensive bonestructure (like the squetch rig :-() and it will take some time to figure out , what in this case happens .
  8. I think it's a driver issue in the nvidia consumer cards , but doesn't occur on all gpu types, with a older driver (77.77) this issue doesn't occurs on some gpu's . But for your card I think this doesn't help, because they is not supportet from this old driver . The nvidia quadro based card's are also not affectet from this issue (they have other drivers than the consumer cards). In my little machine park I have some different graphic cards,with which I tested that nvidia 5700XT (with the new drivers issue occurs, with driver revision 77.77 not) nvidia 6800XT (with the new drivers issue occurs, with driver revision 77.77 not) nvidia quadro FX1500 not affectet (driver revision 91.36) ati X1950XT not affectet
  9. The V11stuff are also installed on this pc ?
  10. Have you installed the latest update for the V11.1 version? When I'm remember correct, it was 11.1i .
  11. Times ago I had written such a plugin :-) MidiFile samples page
  12. The MirrorBone plugin is now also online . You can found it on my pluginpage .
  13. Hey, can Newton Physics do zero-grav explosions? I'll bet it can... Yes , it is possible
  14. @iGeek Time ago , but better late than never ... The problem in your project is, that the rootbone for the cube and sphere is moved . The rootbone is the rotationcenter in A:M. I have correctet this in the attached projectfile. I recommend also to use "Dynamic Object" as objecttype for the sphere , instead of "Static with Action" @Matt There is a similar problem with your holed cylinder , the model is not centered at 0,0,0 . It where good , when you can provide a projectfile , where I can see , in which case the simulation failed . newton_test.zip
  15. Multiply isn't the plugin where you should look . Look, if Simple_Scatter would be more helpfull for your problem
  16. Jim The bone assignment is only used for the initial state from the simulation . Otherwise you get at frame0 many intersections between pant and the legs , and the plugin can not solve this problem . Simcloth don't use bones for the simulation. Kind Regards Steffen
  17. If the action to fast for simulation , increase the fps settings from the project before simulating . After simulation you can go return to the original fps value . A side effect is , that the filesize growth , while you have now subframes for the simcloth object . But this was the only way for me , to get Thom to walk without exploding his pants :-) Walking Thom with pants (mov 1,5MB) Here is also the (unsimulated) projectfile (400kb) for alpha7. After simulation the projectfile had a size from 27 MB . Be sure that you have enough memory in your machine when you simulate this , after simulation A:M used 1,5 GB memory .... Kind Regards Steffen
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