
mtpeak2
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Everything posted by mtpeak2
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Nice Idea. I can just imagine him running across a craps table and tripping on chip on the table. Using rigid body dynamic bouncing around the table til he comes to a stop.
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Fan 1 is a child of bone 1, so it already orients like bone 1. You need to orient like bone 2 at 50 percent enforcement. Don't forget compensate mode when applying the constraint, since the fan is not in line with the bone it is constrained to. Also, don't forget to turn the pose ON in the pose slider window in an action or a choreography, by default it is not set.
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It sounds like you are turning the IK relationship on/off through the pose slider while you are smartskinning. If you need to turn it on/off, use the user properties in the properties of the model under the object folder, that way it is not part of the smartskin. If you open up the relationship folder you should see 2 things, bones and user properties. The bones is your smartskin, find the calf or thigh bone and open them up, you may see a relation with the smartskin that is the IK leg setup on/off, delete it. You may need to redo your smartskin. Don't delete the thigh relationship from the user properties under the relationship folder, now there are no constraints for the thigh in the IK setup. You can drag and drop the relationship folder from the 2001 rig onto your model to get the relationships for the thigh back. Hope that helps.
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First thing, If you right click in the modeling window, choose new, you can add a camera to your model. Now when you create a new pose you can edit the camera from the relationship window or the bones folder from the shortcut to your model. There is no null in the rotating camera rig. All you need is 1 bone and a camera, 2 bones if you want to pan the camera left/right and up/down.
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Well, I was going to upload the rigged Thom model, but there doesn't seem to be much interest. Msfolly, if you can be a little more specific on what you would like to know I'll try to explain it.
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Here's a render from 3 different cameras in the scene. Two are the secondary cameras that were installed in the models, the third is another camera rig that is a first person view from the Thom model (the first person camera rig controls the head movement of the model). Rendered each camera (certain frames) as a targa sequence, imported the sequence into A:M and saved animation as.
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Here's the slider controls. As you can see it also has a built-in klieg light that has independent controls (it can be turned off).
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Thanks Rodney. Yes, you can be in the camera view and rotate the camera around your model, adjust the height, distance and focal length all with pose sliders and it will aim at your model. Jamagica, the camera has an aim at constraint to the hips (it can be changed to whatever you want in the relationship folder) which can be turned off so you can pan the camera left/right and up/down.
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Here's the rig install in the Balrog model. The camera was keyed using the sliders in 3 frames of 300 total.
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Here's another test in a scene. Thanks William for the great model and project.
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Here's a test of a rotating camera rig that is part of your model. The rig is installed in our very on Thom model. All camera movement is done with pose sliders.
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It was in the Ik legs setup right?
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You can drop the same material on the group a second time and in the properties of the material shortcut add a bump percentage to it and the two materials will match up.
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Here's the material, if it is. I changed the octaves and grid size for the stripe thickness.
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If we are allowed to use Marcel's plug-in, then here's my tree.
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You can add a second instance of the material and set a bump percentage in its properties of the shortcut and both materials will match up. Looking good.
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Here's a screen capture of the problem. I just can't seem to figure it out. As you can see the right bicep rotator is not orienting like the right bicep rotator target. I'm just wondering if anyone else is having this problem. I've tried it in versions 10.5, 11.0 and 11.1 and I get the same thing. Thanks.
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I looked at your file and made a few changes to it, hopefully for the better. Fixed The thumbs and the knees are better. I removed your smartskin, it didn't seem to work well and added fan bones for the elbows, knees and ankles. Also added an eye target for you. You have a problem with the A mouth pose, it crashes. I thought it was something I did, so I redownload and the problem is still there. Just delete the pose and start from scratch. Here's the file.
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Sure looks great William. He needs the Empire State building to climb. Looking forward to seeing him textured. Have you done any animation test yet?
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I love it. I can't wait to see them in action. Are you going to have your blonde bombshell (not sure of her name) as a groupy?
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There seems to be a problem with the bicep bone twisting, I've also experienced this. Not really sure how to fix it. If this is happening when you just turn on the IK arms, try moving the null targets up a little bit in bones mode. That will help the default position. When animating try to avoid moving the null past the forearm. Hope that helps. Nice model too.
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Here's the project. Open your pose slider window and click on the main camera model to bring up the positioning sliders. To use the camera control options you need to turn off the null targeting. Any questions on how to use it just ask.
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I just realized I forgot to embed the material so I reposted the model in the last post. Just redownload.
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Here's the model. Reposted model, I forgot to embed the bark material.