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Hash, Inc. - Animation:Master

mtpeak2

Film
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Everything posted by mtpeak2

  1. The bus doesn't always have to go by. If some scenes start and end with no characters in it, then the bus doesn't have to be there.
  2. Thanks. I made some minor adjustments, I set the hedge to flat shaded and moved the props back a bit.
  3. Thanks David. We'll need an image of a bus for the layer transition.
  4. Here's an update to the set. I redid the sidewalk and curb, added the bus stop sign and added a dirt decal and hair density map around the bench. The plan is to render the set without the trash can, bench and sign (AO render, 5 passes, 1440x810) and use it as a rotoscope for the camera (720x405) and have it as a front project on a proxy ground plane. I've tested this and it renders pretty fast for any animation (40 sec per frame with AO On, hair Off). Once the set and settings are finalized, I'll render the high res roto for the camera.
  5. I would check the channels on those nulls, in the chor, to see if there are any keys set for scale.
  6. Hmm, that's odd, those nulls should have scaled with the rig during installation (hand target nulls probably have the same issue, unless they were scaled in the chor). If you create an action, do you have the same problem? If so, you will need to set their length, in the nulls properties, in the PWS under the models bone folder (this tells me the rig was not scaled correctly during installation). Or post the model here and I'll fix it.
  7. Well Gene, it doesn't appear that the park bench was a good idea. I guess Robert's room will be the way to go then.
  8. As for the park bench idea I had, here's the set I was working on. Still need work though.
  9. This sound like a good idea. I assume (not always a good idea) the characters would have to enter and exit the correct doorway in order for this to work right. Another idea would be to setup one set, for example a park bench on the side of a street. You could then have any character come and go as they please, as long as the animation starts and ends with no characters in it. You could have a character/characters walk by, you could have them sit down on the bench waiting, reading a newspaper or talking to others. You don't even need to animate characters, you could have cars driving by or have a character come in and sit waiting for a bus and have the bus stop and go. Another idea would be to use the stage set from the A:M cd and have like a talent show.
  10. Here's a tut on CP Weighting.
  11. Here is a fixed model. I recopied, flipped and attached the head, snapped to mirrored point on the body and set the center spines to 0 on the X axis. I also deleted all the bones the plugin created on the previous attempt. This model MirrorBones correctly, but I strongly suggest spending more time weighting before running the plugin.You may need to fix some groups. Also, I see the Left side bone had a lower case "L". Make sure you settings in the MirrorBones plugin are EXACTLY the same as the settings in the instructions. actionman_Mark.mdl
  12. Yes, it's a MatCap shader. The image used is one of the example images included, in the zip file, with the plugin.
  13. The first thing I notice is that your model is not symetrical (model is quite a bit off center). The plugin did not mirror the fanbones, do to the fact that the model is not centered (copied, flipped and attached). I'm betting the the left side bones did not parent correctly either, for the same reason (that's why the fanbones didn't mirror). Your best bet (if you still have a version saved before running the plugin), is to delete the left side of your model (right side of the screen), and copy, flip attach (making sure the center spline is at 0 on the X axis). You don't have to worry about the belt or any hair geometry being mirrored. If you're still having problems you can post the model or e-mail it to me and I'll see what the problem is.
  14. Thanks. Robert, the silhouette wasn't intentional, it happened to work out that way. This is very odd, I uploaded the image to A:M Stills (last friday), but it never showed up. I don't remember ever waiting for the image to be posted there.
  15. This should be moved to TSM2 rig subforum. As for your problem, you need to use the scale manipulator, not in the properties window. If you zoom into the BODY bone, turn on the scale manipulator (red circle in image or select the bone and hit the "S" key on your keyboard), you will see handles on the corners of the bounding box around the bone. The colored handles will scale in 1 or 2 axis', the corners scale in all axis'.
  16. I think you're right Holmes. I went a bit MatCap crazy on this one. This is a model from the extra cd. I think this was one of Matt's models. I also posted a render of the original (yellow dress).
  17. Played more with A:M hair. Used the MatCap shader to shade the hair. I think this works pretty well.
  18. Have you downloaded the latest squetch rig installer?
  19. Can you post the model file? It sounds like you are not following the instructions for the squetch rig.
  20. I assume you are trying to install the squetch rig? Where did you position the bones, in bones mode or an action? Did you follow the instruction on exporting the model from an action? After exporting the model, did you import the squetch rig relationship model? You need to give us a little more info on how far you actually got in the installation process.
  21. Thanks David. Gene, it doesn't, I was too lazy to fix it.
  22. Thanks Mark.
  23. Here's the hires render.
  24. Thanks guys. I'm going to render at a higher res to see how it looks. I have the lower res set to my wallpaper and it looks great, but want it at a higher res. Hopefully I can call this done and I can post it to A:M Stills when it's done.
  25. Played around with different effects in a paint program. I thought this looked pretty cool.
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