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Hash, Inc. - Animation:Master

mtpeak2

Film
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Everything posted by mtpeak2

  1. Try reducing the cone angle and lowering the width and width softness..
  2. Nice model. LOL, he looks like he died and is standing infront of the Pearly Gates.
  3. I'm curious, too, Mark! Thanks everyone. This is pretty simple. The center gear (red, 48 teeth) drives the animation. The small gears (green, 24 teeth) are constrained to the red gear with a "roll like" constraint, with a roll scale of -200. The outer gear (blue, 96 teeth) is constrained to the red gear with a "roll like" constraint, with a roll scale of -50. By rotating the red gear (control bone1), the rest of the gears will rotate. The results of the constraints are show in "gearA" video. (Control bone2) is a parent bone of the whole rig. By rotating the parent bone in the same direction, but half the rotation, of the red gear, the blue gear will appear to stop ("gearB" video), countering the -50 roll scale. By rotating the parent bone in the opposite direction of the red gear, with the same amount of rotation, the red gear will appear to stop, countering the rotation of the red gear ("gearC" video). In all 3 videos, the red gear is constantly rotating, to drive the rotation of the other gears. The parent bone counters the rotation, of the red or blue gear, to create the illusion that the gears have stopped. I have gotten it to 1 control bone by adding a null. Control bone1 and 2 have expressions added to the Z rotation. Rotating the null on the Z axis, rotates the red gear. Translating the null in the Z axis rotates the parent bone. gearA.mov gearB.mov gearC.mov
  4. I saw this on youtube and thought this would be cool to try. This is animated using 2 control bones, but I could get it to 1 with expressions. gear.mov
  5. Any prop that a character can carry in or out of the scene. Props that look like they are part of the set are not a good idea.
  6. If you plan on using the whole model squetch controls, I would suggest blocking out your scene using the "body_SQUETCH_base" bone or the model bone.
  7. By moving the model by the hip controller, you are changing the x, z pivot. Though, I don't know why you would want to that. The torso has separate squetch controls in the torso folder. It's been integrated into the spine_FK__IK Switch pose.
  8. Just think of a ball that is being squashed and stretched, the cps to the left or right (not centered on the bone that's scaling) will move left or right. The bones in the rig will do the same thing if not centered on the body_bone. The whole body squetch is controlled by a pose slider, body squetch is controlled by a null. The whole body squetch is not affected by the body squetch pivot pose, it will always squetch from the base of the feet. Where the body squetch pose (controlled by the null) squetches from the pivot point set in the body squetch pivot pose. No.
  9. Something is not right, it is not rendering using the camera settings. The resolution is also not correct, the image you previously posted rendered at 640x480, which is not correct, it should be 720x405. How many cameras do you have under the objects folder in the PWS? Did you save your progress in a new project or override the existing project? Did you save the chor and import it into a new project? What version of A:M are you using? Can you post a screen grab of the render options in the cameras properties under the objects folder?
  10. Make sure you have "use settings from camera" set in the render options. You are not rendering with AO.
  11. The "body_SQUETCH" pose is not meant to be animated. When you unhide the squetch controls, the large "body_SQUETCH_control" null controls that pose. And use the "body_SQUETCH_pivot" pose to adjust where the body squetches from.
  12. I hope to see a few of them at the bus stop. I can just see them falling out of the sky and running around the set.
  13. Try setting the hair materials surface transparency property to 0%. The hair is probably picking up the transparency set in the model.
  14. Render times improved in v16 beta. v15 1:38 v16 1:02
  15. You have references to the deflector material in the smartskin of the thigh (among other things that shouldn't be there). Also you have a ton of references under drivers, delete them all.
  16. Robert, I think he is referring to the 1min 40secs render times per frame. I could get the render times down to 11secs per frame, but it doesn't look nearly as good as it is now. And even if that was exceptable, there are three projects to update (and make sure 3 versions of A:M render the same) and all the people, that have already started, would have to adjust their projects and get it exactly right. So my suggestion would be is to cut your animation time down or start your own short story project. Not participating in this project shouldn't stop you from doing your own. Oh, and why is it trouble that I didn't model the bus? What difference does that make?
  17. The yellow box around the null seems ok, but the red, green and blue axis lines of the null look extra large. I'm assuming you are using v15 and the newest version v15j+?
  18. What is the render quality set to for jpeg?
  19. Here. LittleData.zip
  20. They are in the LittleData zip as well.
  21. I also noticed, it seems they're running with the same arm/leg side foward. Shouldn't the arms be the opposite of the legs? It just looks odd.
  22. It's under the tutorial section of the Data zip.
  23. Looks great Mark, though I think the floor could use a softer reflection. Try adding roughness to the floor. The coloring book sounds like a good idea.
  24. Happy Birthday.
  25. They do have ambiance set on them, but most of what you are seeing is the global ambiance setting that is still active in the chor. With AO OFF in the render options, you will get results like this. They should render fine with AO turned back ON.
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