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Hash, Inc. - Animation:Master

mtpeak2

Film
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Everything posted by mtpeak2

  1. You can also set the post extrapolation of the key to accumulate.
  2. Way to go guys. Congrats!
  3. Do you have any of the geometry hidden in the modeling window? Did you have mirror mode on when selecting patches?
  4. Thanks Nancy. Well, I was calling this one done. There wasn't much interest in this one anyway. I've already moved onto another project. Maybe some other time when I have nothing to do.
  5. Size over life in the material is set at 0%. At 0% in the timeline, set the over life to 100%. Also, you should lower the percentage of the over life in the opacity property (30%).
  6. It sounds like you are trying to use the wrong A:M installer on an xp machine.
  7. Sorry Chris, still "Not a Master". I'd be lucky to know half of what A:M can do. I don't model very well (can modify existing models though) and I'm not a very good animator. I'm sure there're other things that I'm not very good at either. So, my title still stands.
  8. Oooooo yes, that does seem like it will help! I turned off knee follow foot controller (0%), and I translated the ball controller to a better position such that pivoting is easier to control, & coordinate with the foot controller. I haven't tested it extensively but it does initially seem easier, better - thanks! I might even replace Ida's leg rig as well with 2008 legs (had been thinking of doing that even before you mentioned this), unless I can figure out a similar way with literig legs. In the literig legs, you can turn off the manipulator options for the ball controller or translate it with the arrow keys.
  9. This may or may not help you. In the 2008 rig, you can turn OFF the knee follow the foot controller pose (percentage slider) and control the knee manually. Also, the ball controller can be translated so the pivot point of the foot controller is anywhere along the length of the foot. For example, you can translate it so the foot controller is located at the tip of the toes, instead of the heel. You can also turn OFF the IK legs to isolate the foot to position it, within the frame you are working on and then turn it back ON, without disturbing the positioning of the legs. Hope that helps.
  10. I think you may need to change the tint color as well. About the additive color, that was just how it was set in the original settings I believe. You may not even need to set it to ON.
  11. The color is animated in the material itself. If you look at the color method over life property, with the timeline open, you will see keyframes set (I reset them and set it to a different colors).
  12. There were a couple of things, first the normals on some of the patches of the emitter groups were facing the wrong way. The main thing in the chor was once you set the keyframes on the rate of emission, you needed to set the interpolation to HOLD.
  13. I made adjustment to the material and setup your chor. Here's how it renders and a modified project. mech.mov WarHawkAlt10_v16_sprite_Mark.prj
  14. Steve, if you still have v15 installed, or an older version, you can import the avi into A:M an convert it.
  15. Thanks guys. Yes, the lion's tail could us some shortening.
  16. Thanks Steve. Ok, rearranged the scene a bit, lightened the mane and lowered the density on the leaves of the trees.
  17. Show more than drivers on the model in the chor. That will allow you to access the groups that the material is applied to.
  18. Ok, did some rearranging, I may need to get rid of one of the trees though. I'm rendering a test now.
  19. I'll see what I can do about getting the horizon down to the lower third. Getting the lion out of center will take alot of rearranging, but I'll see what I can do. Yes the mane is a bit dark, the fake AO darkens it up quite alot. I'll have to adjust the color map driving the hair color.
  20. Here's a new render. I adjusted the camera so the lions head didn't line up with the horizon. And adjusted the ground so the giraffes were more visible.
  21. If you model scale is different than the example I posted, you may need to adjust the size of the sprite in the material and the rate of emissions. A larger model will have smaller particles, where a smaller model will have larger particles.
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