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Hash, Inc. - Animation:Master

mtpeak2

Film
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Everything posted by mtpeak2

  1. This is very odd!!! The constraints work just fine in the assembly action, but not in the chor.
  2. Hmm, I know I had this all working, but for some reason none of the translation limits are working. The curtains and blinds have null controls and the shades just have a bone that translates up and down. I'll have to see if I can track down the problem.
  3. When will v17 be available to the rest of the community?
  4. Looking at Latimer more closely, he looks alot like Linguini from "Ratatouille".
  5. Looking good. I like the bed and globe.
  6. You have both materials set to displacement. You also have an expression set on the transparency.
  7. Nancy, I was referring to an environment map for reflections.
  8. mtpeak2

    Pendulum

    Looks great Serg!
  9. No, environment maps won't show movement. The klieg lights look much better. Don't forget that you can make the cone angle larger on the klieg lights, to try to minimize the amount of lights needed for the set.
  10. I would recommend klieg lights with Z-buffer shadows. I would try reflections set to 1 or turning it off altogether and using environment maps for the reflections. If you can get away with turning shadows off in the hair material, I'd recommend that as well. A combination of SSS, hair and reflections is a tall order to render if you don't have a high end machine. Also, hooks and the porcelain material have issues in reflections. (thought it was SSS)
  11. Try lowering the brightness of the hair material or lower the strength of the primary and secondary in the shader. You may want to try a darker specular color in the hair material. You could also try using a separate light for specularity at a lower setting and turn off the specular in your main light.
  12. Looking good. Are you using one of the hair shaders?
  13. Well, if you figure out a way around the circularity problems, you will need to figure out a way for the cps to not move with the bones once you move the cps (move cps, bones move to new location, cps follow the bones movement). I would think creating a plugin to do this in the modelling window would be easier to figure out. Create groups with the same name as the bone you want to move, plugin copies pivot to the bones start position and the end position would be the start position of the next bone in the chain. If it's the last bone in the chain, the bones length and rotation remain the same or a group can be used.
  14. This would be impossible. Though I modify existing models that are rigged all the time, with minimal adjusting of the weighting. I'll use the bones in bones mode, with the scale manipulators ON and the control key held down. You can still modify the mesh, but you don't want to change the key locations of the joints, that's where you want to use the bones. That's why he's looking for a bone to snap to cp/group feature. Trying to do this in an action or chor would be impossible with cps already assigned.
  15. Yes, the models have bodies, also decaled and textured. Though, I won't show them til I have some time to model some clothing for them (don't think it's appropriate to show on the forum). I was hoping v17 will be out soon, so I can use the new feature "Snap to Surface" tool. And I have to start experimenting with simcloth.
  16. This also works in an action, no need to export from the chor.
  17. Here's a model that exports the bones correctly from a chor. bone_snap_to_group.mdl
  18. Actually, the order of constraints doesn't matter, just turn ON apply before action on the group constraint.
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