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Stuart Rogers

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Everything posted by Stuart Rogers

  1. When Apple created OS X 10.4 ("Tiger") they broke certain aspects of the system, which prevented A:M v11 working on it. It's not something you're doing wrong; it's not something Hash did wrong. Blame Apple.
  2. They'll deliver anywhere. Shipping to the UK can be as much as $30, but at least delivery is usually quick - I've never had any problems getting it shipped to the UK. And exchange rates are currently in your favour...
  3. That worked. Interesting design, with interesting lighting/shading, especially on the skin.
  4. You add constraints in poses, actions, or choreographies, but not in the modelling window. Does that help?
  5. Rendering directly to QuickTime is fine for short, quickly rendering, disposable test pieces. Rendering to TGA is recommended for final render as it's a non-lossy format - which means that when you do create a compressed movie from those TGAs, you're starting from pristine images. Another reason for rendering to TGA is that should the rendering process be interrupted (power cut, cat throwing up on the keyboard, etc) then at worst you've lost one frame, and can restart from where you left off - if you're rendering to a QT file you lose the lot. As for creating a movie file from those TGAs... I coughed up for a QT Pro key, which lets you import a sequence of images and export using any of a wide selection of codecs. You could, of course, import your TGA image sequence back into A:M, apply it as an animated decal to a flat plane, point a camera at it, and render that out as a QT file.
  6. You're in luck - check the Forums front page, scroll down to the "3rd Party" section. In there there is a sub-forum called "A:M Paint" which is for discussing a very new painting add-on.
  7. It could be a graphics card driver problem, one that only shows up under the conditions that occur when you leave your PC unattended for so long. It might be worthwhile seeing if there are any driver updates available on the manufacturer's website.
  8. I had problems with it while it was playing n my web browser - it would break up and stutter quite badly. Playing it through the Quick Time player is OK.
  9. Yup, I'll be going. I'll probably get to the show early/mid afternoon.
  10. I think you guys are missing the point. You can have all the front face CPs in a line and still end up with ripples, due to the nature of splines. There are several solutions, using (in various proportions) peaking, bias tweaking, and CP positioning. The latter, for example... [attachmentid=21089] Or, if you don't mine a sharp edge around the flat face, peak the radial spline CPs around that edge.
  11. Yes. There are lots of detailed diagrams showing spider anatomy on Google Images.
  12. Oh - my - god.... I'm turning into an animation geek! Channel 4 in the UK is currently showing an "animation top 100" programme, and they have just shown a clip of The Incredibles... ...and all I could think of was "I know exactly who animated that shot!"
  13. I wouldn't use extrusion for the windscreen... I would lay down a spline that outlines the windscreen, concentrating along the top and bottom edges (as the greater curvature is across the windscreen). You shouldn't need many CPs. Make sure it lines up with the rotoscopes from all sides. Then add splines running from the top spline to the bottom spline. Add a CP halfway down each of these new 'vertical' splines, and connect them with a new 'horizontal' spline. Now adjust the CPs along this last spline to get the curvature you need - the magnet tool might be useful here. If necessary, add an extra 'horizontal' spline, but I don't think you'll need it. In this situation it might be best to try doing it with as few CPs as you can, adding CPs only when you really can't get the curvature you need, so some trial-and-error is inevitable. Don't expect to get your curves to ever exactly match the rotoscopes. For the windscreen, I suspect bias tweaking is unnecessary, except perhaps in the corners.
  14. Four? I only counted three. Another classic animation for my 'Serg' collection.
  15. I think you're chasing unicorns if you think you'll find a quick and easy solution to this - you'll have to create them by hand. That said, most of my scuff-type decals are based on freebie grunge maps from DV Garage that 3D World magazine gave away a couple of years back, mixed with the Clouds filter in PS, and some manual blending.
  16. The first page contains an H.264 QT movie, but page 2 contains the bulk of the text. The movie on page 1, the subject of the item, has this direct link.
  17. I like it, and if you're satisfied with it then all the better. I would have put a little sideways shear on the characters when they were jumping slightly to the side, and maybe offset some of the jumps by a frame or two so that they didn't all launch at exactly the same time, but that's all third-pass stuff. I like the hurried, wobbly movement of the background characters as they wander by.
  18. Sorry for the confusion - the screenshot came from the project I was working on at the time I wrote my reply. It's pure coincidence it showed that particular bone (it's from my home-brewed rig).
  19. I do it my way because I'm a bear of very little brain - there's only so many keyboard shortcuts I can remember!
  20. By default the bones interpolate between keyframes using smooth splines, so as you pull CPs up, some parts of the spline may dip down, resulting in the effect you're seeing. To fix this, bring up the PWS - select menu View->Project Workspace. The drag the right hand edge of the PWS to the left to reveal a timeline of your animation - by default it'll show your keyframes as little tick marks. Select the wavy coloured lines button in the bottom left of the timeline window to show the curve your bone is bone. Select one of your foot bones and you should see its curve dipping below the zero line. Select those keyframe CPs to either side of such a dip, right click on the selection and choose Interpolation Method -> Zero Slope. That should fix it. [attachmentid=20639]
  21. To take a screenshot on a Mac, Apple-Shift-3 is key you need. It'll save a PNG file called 'Picture 1' on your desktop. Alternatively, play around with /Applications/Utilities/Grab.
  22. There's also a font wizard tutorial here if you have the bandwidth - it's 38MB. You'll need the Camtasia Ensharpen codec (linked to on that page).
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