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Hash, Inc. - Animation:Master

mtpeak2

Film
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Everything posted by mtpeak2

  1. I'm assuming you want me to buy you something? Sorry, times are tough, I can barely pay the bills. I still can't figure out why I can't get it in FF and the FTP for FF, strange. Oh well.
  2. I guess I'm out of luck. Still can't DL with FF.
  3. Here's Marcel's tut for treeez. http://www.kci-group.com/z/treeez/index.htm
  4. I'd like to learn from your modeling expertise. You have such a good eye for the graceful, natural curves of the branches. How did you handle the needles on the pine tree that's on the left side of this image? If you saw what those pines looked like without the needles, you'd laugh. You could probably get good results with the treez plugin, it's just alot of trial and error. The needles are hair with an image.
  5. Cool model.
  6. I'm getting a zero byte file size as well with FF.
  7. Can you post the action file? Zip it up first.
  8. You did not use the "aim like two" constraint on the calf bones. In the "aim like two" constraint, set target 1 to the foot and target 2 to the shin.
  9. This is not a rig issue, there is something wrong with the setup you are using. Send me a prj and I'll take a look at it. When I setup the BVH, I use orient like constraints, not aim like two.
  10. "Toon with falloff" take into account the falloff set in you lights, where "toon with multiple lights" does not. AFAIK
  11. When rendering to file (QT), in the render options, go down to buffers and turn OFF the alpha.
  12. Select patch with the patch tool, right click and choose rotate image. Keep rotating the image till it works correctly. I'm assuming it's a tilable image.
  13. Looks like you need to fix the patch image rotation on the ropes.
  14. mtpeak2

    2008 Rig

    Check your mail, I sent an update.
  15. mtpeak2

    2008 Rig

    Sent you an e-mail.
  16. Yes.
  17. Nice, now put your clouds in the scene.
  18. When weighting, it doesn't matter what setup you use, it's when you create the relationship pose for the fan bones. If your model is in a default pose (t-pose) in the action (no keyframes made), and you weight the cps, they should not move, if you fan bone setup is done correctly. If your cps moved, then your fan bone moved from its default position when the model is placed in an action or chor, the compensation is incorrect. Something is not right with your fan bone constraint setup.
  19. Since the Right_Hip_Fan4_Geom bone is not part of the 2008 rig, it's hard to say, I don't know how you set it up. I'm assuming you are getting movement in the fan bone when the model is in an action. If the bone orients like the thigh, set the orientation of the bone (in the modeling window, bones mode) the same as the thigh bone. When setting up the fan bone pose, make sure you use FK legs and all the spine poses are OFF in the user properties and no compensation on the constraints. Nothing is really wrong, you are just getting unwanted movement in the fan bone in the default position. Are you sure you even need to add more fan bones to the rig?
  20. I would suggest modeling the hands palms down.
  21. Thanks Robert.
  22. Robert, do you have a prj you can post, so we can see how you set it up?
  23. I like the piano and pool shot alot.
  24. Cool little character Mark.
  25. Nice start jirard.
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