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Hash, Inc. - Animation:Master

mtpeak2

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Everything posted by mtpeak2

  1. It use to be that when you bought the CD version, you would get a web subscription as well. I'm not sure if they are still doing that though.
  2. Extented Material Only usable if "Use extended material" is ON in the projectsettings. The difference between the normal material system and the extended material system (and using the extended materialsystem) is explained here. To select a material , double click on the right side from this propertie . Now a dialog is opened , where you can select the material . From Steffen's website.
  3. Go to the FTP site, you can DL there.
  4. I'm not sure what happened here, I never seen this problem before and I have no answer as to why it happened. I was able to fix it by manually copying the toe geom bone positions and pasting into the toe controller positions. If you are still having problems, let me know. Winona_A_fixed.mdl
  5. Ok, heres the deal, you can't animate the hair color in the emitter because you can change the color along the length. Anything that can be change along the length can not be animated. Also, you can't animate the color using decals that control color. If you need the emitter to be a different color than the hair, you can use a decal/patch image on the emitter and use the group color to control the hair color. Make sure the hair color is not set in the hair material as Robert said.
  6. There should be a folder for user properties under the shortcut to model. This folder contains the channels, for the pose sliders, in the curve editor. That is, if your phenome shapes were created in a pose.
  7. My guess is that it was done in an action because of the special way it uses sliders to determine the Treez special properties: Thickness, branch length, locality and regularity. See page 6 of the pdf for more explanation. Clever. It could have been done differently of course, but probably Marcel wanted to make use of some functionality that already existed in A:M, ie accessing pose sliders via an action. The pose sliders, defined by the user, for those 4 properties, can be used to refine and give more variation for the shape of the tree trunks, branches. However, it is not necessary to define these sliders, if you want to stick with the default or more automatic way the trees get created. Don't forget that you can also animated the canopy target over time so the tree grow in that direction, without using a path target. Also, the canopy can be rotated on the Z axis to form a spiraled tree.
  8. http://www.hash.com/forums/index.php?act=a...st&id=33834 Here's a link to treez plugin tut by Holmes Bryant, with project file.
  9. You can not use multiple instances of the same model in the chor, only the first instance will render the SSS. This is something I've had issues with as well (can't remember if I A:M reported this or not, I know I was going to). A work around is to save the pen model as a new model and replace the second instance, in the chor, with the new model. For the bump map, you'll need to increase the percentage, it's not going to look the same regardless. Also, you haven't set any half extinction distances in the SSS properties.
  10. No porcelain, just the SSS that make it smooth. Here's the latest.
  11. The nostrils are closed off. The brightness is due to the geometry being close together for the SSS settings. [EDIT] Could also be the specular settings and/or lighting.
  12. Thanks guys. Here's my progress, still needs alot of work.
  13. Hats off to Steffen and Gerald (and to all that helped) for this feature! I'm not much of a modeler and I'm not a big fan of using props, but this is fantastic. This is the first time trying this and this is what I have after a couple of hours. The spline layout may not be the best, but it's a start. Still needs work, but I'm pretty happy with the results.
  14. In the choreography properties, you can animate the glow radius and glow intensity.
  15. I think this is a memory issue. If I import both objects into the chor, they both have issues. If I hide the generic prop, the elf prop is fine. If you can reduce the poly count on the generic object, it may be fine.
  16. I don't recall anyone having difficulty with the hand/finger controls of the 2008 rig. The 2008 rig has multiple ways to control the fingers, main finger control (controls all the fingers), individual finger controls, the null controls (nulls can translate and rotate on the Z axis) and you can switch to FK fingers to manually animate the fingers. Having built in poses for the fingers wouldn't work too well from model to model. Everytime I installed the 2001 rig, I had to modify the hand clench poses. But, there's no reason why you couldn't create your own poses, if you want them. If you want a rig with alot of finger curl poses, maybe you should try the squetch rig, it has alot of them.
  17. It's this cp that is causing the issue. If I break either of these two splines and reattach, I can create a 5 point patch. When Robert deleted the spline, he fixed the problem.
  18. It works fine here. Did it multiple times reverting the project, in various ways.
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