
mtpeak2
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Posts posted by mtpeak2
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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.
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It does seem a bit of a outlier. I'm not sure why that has to be done in an Action. Consider that the Extrude Wizard does something roughly analogous, but does it all in the modeling window.
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.
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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.
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Thanks Steffen!
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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.
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I sent you an e-mail.
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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.
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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.
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In the choreography properties, you can animate the glow radius and glow intensity.
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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.
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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.
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It works fine here. Did it multiple times reverting the project, in various ways.
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If I break the top spline of the 5 pointer and reattach, I can make a 5 point patch. I have no issue with the rogue cp.
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Try this, break the top horizontal spline of the 5 pointer, then reattach.
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I was able to fix it by deleting the vertical spline on the right side of the 5 pointer, breaking the splines, extruding the spline on the right (to the position where you deleted the spline) and then reattaching. After doing that, I was able to create the 5 point patch.
I don't know why you couldn't create the five pointer with what you had.
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I no longer can see the fellows forum either.
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Will's mascot was for v16. It's time to move on to v17 with a new mascot.
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Very strange...Mark's response disappeared for some reason.
My replies were deleted purposely.
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The InstallRig plugin is only a helper to organize the hierarchy of the bones. As David mentioned, it deletes bones with INSTALL in their name and reparents (if required), hides the control bones and unhides any bone with GEOM in their name.
The squetch rig requires a constraint setup for the installation process, which interferes with the relationships for the actual rig. So the final import model is just for importing the relationships/poses.
The 2008 rig uses the InstallRig plugin to delete the INSTALL bones and unhide the GEOM bones. There is no final import for the 2008 rig, because it was designed to use the FK setup for installation, which positions the IK setup (FK/IK SWITCH) while in the action.
Both rigs require exporting from an action to maintain the new positions of the bones. This is also true for the literig, but it doesn't use the InstallRig plugin for installation.
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I found you can adjust the map in the UV editor to fix the hair placement. Usually, the hair being out of place mean the decal is being stretched.
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Thanks guys!
Looking great, Mark. Are you taking advantage of the new SSS speed improvements in V17beta5?No Matt. The settings I use don't work in beta5.
Physical Sky Shader
in Showcase
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Very cool, Willi!