sprockets TV Commercial by Matt Campbell Greeting of Christmas Past by Gerry Mooney and Holmes Bryant! Learn to keyframe animate chains of bones. Gerald's 2024 Advent Calendar! The Snowman is coming! Realistic head model by Dan Skelton Vintage character and mo-cap animation by Joe Williamsen
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Hash, Inc. - Animation:Master

brockgs

*A:M User*
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    brockgs@mac.com
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  • Interests
    Robotech, Cocoa Programming, PHP Programming, model airplanes, flight simulators
  • Hardware Platform
    Macintosh
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    PowerBook G4 1Ghz, 768MB RAM, Mac OS X 10.3.3

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  • Name
    Brock Gunter-Smith
  • Location
    Winnipeg, Manitoba, Canada

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  1. Part of my animation sequence is moving to slow and I'd like to time compress it by about half. However there are dozens of keyframes affected. Is it possible to time compress/expand a section of an animated sequence without having to go and tweak all keyframes? I've been scouring through the timeline but can't figure out if this is possible.
  2. Probably a simple property that got altered, but as I'm trying to do Exercise 6 and position shaggy, some of his bones have turned blue in colour and I can no longer control them properly. I can't grab the base of his hand bone and drag the whole arm around...I can't move it at all except for rotating it, or if I use the arrow keys on my keyboard it actually will deform the model itself. The bones that have remained while when un-selected operate as I would expect, just not the ones that are blue when un-selected. I've attached a screen shot of what happened when out of frustration I had the bone selected and used the arrow keys. ...what silly thing did I do? Thanks. :-)
  3. Fair enough, I stand corrected. Being a developer, any 'a' after a version number to me represents alpha. With all my previous purchases of A:M, I've always played the game of having my CD subscription version on one hard drive and then the latest build on another drive...having development builds has always been part of my A:M experience. I'll just just back to the drawing board and experiment with going back to 10.4 on another partition and see if that helps at all. Rendering crashes 1 out of 3 times right now and so do many other random actions just playing with basic models.
  4. Howdy all. I just purchased the web subscription to get back into using A:M (started using it back in the early 90s when it was Playmation)..but am having some trouble. I'm running on an MacBook Pro with 3GB of RAM and 10.5.1, but am crashing constantly. It's a clean install of 10.5.1 so there are no old preference files from my older version of A:M that I previously purchased. What I'm wondering is: 1. Is A:M 15.0a the only version that I can run under the web subscription? I was expecting to be running a final release, not alpha. 2. Is there a specific version of the OS that works better than others for the most current release of A:M? Thanks! I'm dying to pickup where I left off last time with this creative outlet. :-)
  5. This work is stupendous. I've been sitting in my office over lunch, just staring at all the images of the various stages of development and having my mind racing through things I'd like to try, analyzing the way everything was modelled...just being in awe. Definitely very inspiring work to artists/modellers working to improve and refine their skills.
  6. I like it. I agree with Chris, definitely has that feel of a B movie Lizard Man, could definitely have a lot of character and fun with it. Almost also feels a little more "bird-like" with the ridged brow and sharper angles along the snout reminding me of an agressive eagle.
  7. Yes, definitely a hugh improvement. I wouldn't have thought I would need such detail, but it is significantly better than I was able to get. thanks!
  8. I'm struggling with how to actually contstruct some basic models and where to put the bones to best effect. As an example, see the attached caterpillar...a VERY basic character, yet, when I take the bone ending right in the middle of his back, pull straight up to create a tall hump in the middle as he's crawling, the skin deforms horrible and creates very nastly flaps of skin overlapping and going inside of one another. I've applied smart skin and tried to clean up the kinks, but based on the amount of time it's taking to try and deal with this, I'm wondering if inherently I've approached construction and adding bones from a very inneficient angle. The character's primarmy means of movement it through just a single squeezing together and up in the middle, then expanding out and forward. Based on the images below, do you have general comments on wether I've added too many ribs, or not enough skin detail, or if the bones in the back should intuitively be done a different way to better effect.... ...sorry I'm so vague, I haven't used the product in almost 10 years, it's changed a bit and my already meagre skills are being testing sorely by only being able to work on the project in between my primary work. ...be gentle. :-)
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