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Hash, Inc. - Animation:Master

mtpeak2

Film
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Everything posted by mtpeak2

  1. Looks great Kevin, I love it. As Ken said the stubble on the hands looks a bit strange.
  2. No, my clouds render white. Are you using the cloud image from the CD? What version of A:M are you using?
  3. Here's the project.
  4. Additive color means when the images overlap each other the color will grow in intensity. I'll put the project up shortly. And I used the smoke image from the CD.
  5. Jandals, the person you are referring to is Skevos. If you read my first post you will see that I did just that, constrained the emitter to a path, but the path is part of the model and the constrain to path is done in a percentage pose. In the choreography I then constrained the whole model to a path as well. Someone in the other thread wanted to know if you could change the shape of the cloud, which I did by creating another percentage pose that changes the shape of the path that the emitter is constrained to.
  6. Here's another one using 3 of the same model and setting them to a path in the choreography. Sorry Ken forgot to add some props.
  7. The cloud isn't moving, it's just changing shape. Since I made the path part of the model and created a pose for the emitter to follow the path you can now set the model to a different path to move across the sky in the choreography.
  8. I redid the project. Here's a better render. Still needs to be slowed down.
  9. Here's an experiment using sprites for the clouds on a path , but also manipulating the path to change the shape of the clouds. It rough and I lost the project, but I can duplicate it quick if anyone is interested. I set the emitter to 100% transparency, but as you can see there is a ufo (the emitter) flying around stirring up the clouds.
  10. The file needs to be under 1 meg to upload.
  11. Right click on the hair group and choose remove from groups to see if it is part of another group. Also it looks as though you have a material applied to the ground (dirt on the side of the river), is that applied to the whole ground? If so, your hair material will use that color.
  12. jamagica, if you look at the top of the cube you will see that it is indented. It's made up of individual beveled cubes. phnxpyre, is it rigged to work like the real thing?
  13. Here's the project file.
  14. The expression is there for the automatic rotation. The percentage pose is for the rotation speed (throttle). He was trying to animate an expression with a pose, which I don't know if that's possible. Here's a movie of the animated prop.
  15. Seven, yes you can change the speed of rotation of the propeller, but you don't change it through the expression, your change it through the enforcement of the roll like constraint.
  16. Here is a screen grab of the formula you need. The way I set it up is with 2 bones, one has the geometry (bone 2) and the other has the expression (bone 1). The expression is in an on/off pose for bone 1. Bone 2 has a roll like bone 1 constraint in a percentage pose, setting the enforcement to a spline interpolation method. The reason for the numbers that I used in the expression is that, at 1% of the throttle pose the prop will have a full rotation.
  17. Seven, your formula doesn't seem to work the way I want it. Your tutorial formula Mod(GetTime(),.3)/10 gives you 3% of the pose in 30 frames. (based on 30fps) The formula 1*Mod(GetTime(),1) will give you 1 cycle (0-100%) of the pose in 30 frame. 4*Mod(GetTime(),.25) will give you 4 cycles of the pose in 30 frames. 60 frames it's 8 cycles of the pose.
  18. Rodney, GetTime() works in an action and choreography, chorTime() works in just the choreography.
  19. Did a little more experimenting, I think I'm beginning to understand this. Changing the values on one side or the other will create a pause in the repetition or shorten the percentage of the pose. Seven, here's what I came up with to speed up or slow down the cycle of the pose. "1" is the constant first value=.25 1/.25=4 second value=4 .25*Mod(GetTime(),4) first value=3 1/3=.333333333333333333333333333333333333333333333333etc. second value=.33334 (A:M rounds it off) 3*Mod(GetTime(),.33334)
  20. Changing this value 1*Mod(GetTime(),1) will determine how often it will repeat. Ken, as for a tut, I don't know how or why it works, it just does. So the explanation in my last post is about the best I can do, sorry.
  21. I forgot to mention that this is a good formula for automating simple cyclic pose such as breathing and eye blinks. Just make sure your pose is cyclic. For example for the eyes, 0% eyes open, 10% eyes closed, 20% eyes open and 100% eyes open (probably do not need to set this key) adjusting your percentages to your liking. While in the pose relationship window, right click on the pose slider and edit expressions and use that formula. Now your eyes will blink automaticly without setting any keyframes.
  22. Sorry, I forgot to refresh the screen. Everything is working properly. Thanks for the help Seven.
  23. I got it to work with 1*Mod(GetTime(),1) But the problem now is the position of the bones. Bones get translated to positions correctly, but not rotated. The rotation of the bones at 0% is a constant through the pose.
  24. Thanks for trying Seven, But the formula didn't work correctly.
  25. Looking good John. Keep at it.
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