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Hash, Inc. - Animation:Master

mtpeak2

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Everything posted by mtpeak2

  1. We can't fix this problem by just looking at pictures. For all we know it's not the model, but your version of AM or your computer.
  2. Well, to try and answer the first problem with deleted models, it sounds like your other copies of the model were just shortcut to the actual model file. Did you rerig before or after the circularity problem?
  3. How did you link the pants to the hips? I'm assuming you assigned the cp's to the pelvis bone (2001 rig?) Did you change the hierarchy of the bones at all? Did you add any constraints to your model? It sounds like it's fixable, but I'd have to look at the model file.
  4. Nice job on the card Mark. Merry Christmas!!!
  5. To tell you the truth, I think I like bump map better. That is what you used in the last render, right?
  6. Make sure there is no reference of turning the ik pose on/off in the smartskin you created. You have to turn the ik setup off in the model's user properties, not in the pose slider window or the shortcut to models user properties.
  7. You could do it by adding a second bone into the equation. I'm sure there are other ways as well.
  8. Ok, you are starting to confuse me. Ok, can you adjust the amount of displacement at -90 degrees on the fly? Without having to edit the relationship?
  9. So, you set it up in a pose then. You could have used smartskin too. Now, set it up in percentage slider so you can set the max displacement percentage that is used at -90 degrees.
  10. Interesting. Are you using smartskin to drive the displacement percentage when the bone rotates on the X, Y or Z axis?
  11. Here's the "Posable Squetch Rig Installation" update. 13s_Posable_Squetch_Rig_installation_12_05_2007.zip
  12. Marcos, that's not the posable version, I haven't posted it yet. I just got home, I need some time to look it over, then I'll post it.
  13. Great set Satyajit! I love it (all the charaters too). We could've used you on TWO. I agree with the chimney. A few more plants around the house would break up the lines of the house/ground. Maybe some shutters on the windows would help dess it up a bit too.
  14. Are you in skeletal mode or director mode? You won't see any bones in director mode.
  15. If you are going to toon render, I would definately cut down on the amount of splines. You also have a few problem areas (3 spline intersections). Here's is a wolf model from the AM extra cd. This should give you a good idea of the spline layout.
  16. That looks better. Maybe up and in just a hair.
  17. All you need to do use the action that you have already, that's if you saved it before exporting. Then just readjust the arms. You don't have to start from scratch.
  18. Sorry Jeff, been pretty busy with TWO today (yesterday). It could be done, but it would be easier to go back to your installation action, it gets pretty complicated adjusting bones manually in the rig.
  19. I used the chrome and gold materials (dropped on each group) and the skytracer model from the AM cd, default chor lighting. Don't know if that's the look you are after.
  20. Just realized, you rendered in shaded mode which will not render reflections.
  21. First thing I see as I look at the bone placement, is the shoulder joint, it's too closer to the center of the model. If you look at the placement in STEP 3, you'll see what I mean. You'll never get good arm rotation in the position it's in now.
  22. Do you have reflections turned on? Also, it needs something to reflect.
  23. The face compensates are in the Animation_Controls>Face_underlying_controls.
  24. I took a quick look Jeff. For the mostpart, it's pretty good, but there are a few problem areas. The shoulder/bicep joint could be alot better and the crotch area. The face is hard to tell without both sides done, but from what I can see, it needs work too. I'll try to give you more on this when I have time.
  25. Ok, Jeff. You want to do this one step at a time. 1. Assign cps (if a spline ring falls within the bones length, assign the cps to it). 2. Compensate the constraints (using David's text file as a guide). 3. Open an action and and start weighting the spline rings (the closer the ring gets to the base or end of the bone, you'll want to add weighting to the bone it is getting closer to, the closer it gets, the more weight you add) 4. Once you rough in the weighting, you can then fine tune it by weighting single cps or smaller groups of cps (you can weight cps to as many bones as you want, as long as the total percentage adds up to 100%).
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