sprockets Newton Dynamics test with PRJ Animation by Bobby! The New Year is Here! TV Commercial by Matt Campbell Greeting of Christmas Past by Gerry Mooney and Holmes Bryant! Learn to keyframe animate chains of bones. Gerald's 2024 Advent Calendar!
sprockets
Recent Posts | Unread Content
Jump to content
Hash, Inc. - Animation:Master

mtpeak2

Film
  • Posts

    5,719
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by mtpeak2

  1. yes
  2. Use the legacy bump, though you will have to set the percentage much, much higher to get the look you are after. I tested the legacy bump and did not see the issue you are having, I did with the regular bump. There seems to be an issue with the regular bump, I would send it to A:M reports.
  3. Here's an example of the steady FK arms . steady_FK_arms.mov
  4. Here's an example. If you want to send me the models, I can update them to the latest update. Unfortunately, there is no easy way to do that.
  5. Looking forward to seeing what you came up with.
  6. New update posted in first post of this thread.
  7. Thanks guys. I should have the update post sometime tonight. I just have to check a few things.
  8. Zero out the Y rotation of the thigh orient bones in their properties. Then edit you pose and recompensate the orient like constraints on the thigh bones.
  9. Hmm, I had an easy fix, it may still work. You will need the MirrorBones plugin from Steffen located here. Place it in your hxt folder. First position and orient the right thigh orient bone in this position. Then right click on the hips null and choose plugin>wizards>mirrorbone and use these settings. Do the same for the right foot target. If you're not able to do this, you can send me the model.
  10. Is your model symetrical (CFA)?
  11. Just DL'ed, I'll take a look as soon as I can.
  12. I need the relationships/poses as well. Just delete the mesh and save as new model.
  13. Can you post just the rig so I can take a look? I believe both problems can be fix.
  14. I found a minor issue with installation. It only happens under certain conditions. I think I have it fixed, but I need to test it. I should be posting an update in the next day or so. Unfortunely, I don't have a fix for existing models. The update will also include a couple of new features.
  15. Much better Ken.
  16. Thanks for the settings Steve.
  17. The trees look better.
  18. Looks great Ken, but the "normal" boy, "normal" parents and "normal" dog, seem a bit....can't think of the right works. Why not "Tommy's just a boy whose parents teach him things he doesn't know". Also, the horizontal line from the trees is distracting, scaling the height of them will fix that.
  19. IOR=Index of Refraction. Located in the surface properties.
  20. mtpeak2

    face rig

    Thanks David, but I'm not going to continue to work on this rig. I'll pursue other methods or find something else to work on. Truthfully, I should of stayed away from posting on the forum.
  21. You have to add them any way you do it, so an action or pose is the way to go. Adding it in a pose saves with the model. Turning the pose ON in the user properties, will have these constriaints ON everytime you animate in an action or chor.
  22. mtpeak2

    face rig

    Hmmm, not very incouraging. I know I suck at animating, but is it that bad? yikes! I guess people really aren't interested in face rigging. Well, I find something else to do.
  23. Good to here.
  24. mtpeak2

    face rig

    Thanks guys. This is actually my first attempt at lipsincing, without using phoneme poses or A:M Track. The eye and brow poses were just random to break up the blank stare look, I concentrated more on the mouth poses and it really needs more work, but close.
×
×
  • Create New...