
luckbat
*A:M User*-
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Everything posted by luckbat
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The CD functions as an anti-piracy key, so it does need to be in the drive when A:M starts up. Once it's running, you can remove it.
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Kinda depends on which bible you're using, right?
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Ooh, shiny! I assume you'll be shifting the color of his skin from red to brown as the hair gets denser?
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He means you have to turn it on in the Chor: Hit shift-8.
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I'm going to have to agree about the overlapping frames between cuts. This duplication of action tends to visually sabotage the eye's perception of momentum. So I'd recommend fine-tuning the cut point until it matches. Also, in general, you never want to cut from a fast-moving camera shot to a stationary one. It's jarring. Try either slowing camera 1 to a stop as you approach the cut, or adding movement to camera 2. As far as that "stretch pose" suggestion, I think the idea was for the guy to jump with arms outstretched, so he can absorb more of his own inertia. Right now he leaps with his elbows almost completely bent.
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Isn't that what this tutorial is about? http://www.s1.hashmirror.com/ftp/VM/ThomCo...constraint.html
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The clown-cook - a commercial advertising videoclip
luckbat replied to serg2's topic in Work In Progress / Sweatbox
Can't sleep. Clown'll eat me. -
Cool. Thanks for taking the time to explain this to me.
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Okay, so the particle system is used to generate data which is then used to generate patches which form the hair? Am I summarizing it right?
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Huh. I always thought those V-shaped hair strands were some sort of sprite effect. So if hair is made up of patches, why is it considered a particle effect?
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Yikes, mea culpa. What's the nature of the geometry? I mean, the hair itself is particles, isn't it? It's not like it's creating one spline per hair follicle... right?
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A:M hair is a particle effect. It doesn't create geometry.
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That is exquisite. Despite the shortcuts you've taken, I think it's the most beautiful model treatment I've yet to see you produce. Please add me to the list of people clamoring for a pictorial breakdown of the techniques you used to create this painterly look.
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You might be able to fake it by only rendering the portion in the middle, where Shaggy and his reflection are visible. You could use a single still image for the outer portion of the shot.
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Great to have you back, Noah!
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Changing fps has no effect on chor speed. An action that takes 2 seconds should always take 2 seconds, regardless of what your fps setting is.
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Switch to muscle mode. Right-click on one of the rogue CPs and select "Edit CP weights..." This will tell you if that CP is assigned to a bone or not. If it's not, you can assign it from within that window.
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Thanks for coming, you guys! There was a lot of good advice shared in that meeting. See you at the next one...
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This should pleasantly surprise you: http://www.sgross.com/plugins/plugin6/samples.html The Newton Physics plugin is free for A:M v12, and built into A:M v13.
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Here are some points to consider: 1. Her jaw has very masculine proportions. I don't think it's too wide, but I'd suggest making it a bit shorter. 2. A little too much space between her nose and lips. On men or women, a large nose-lip area makes them look ape-like. 3. Symmetrical hot-dog lips. An upper lip shouldn't be the same shape or size as a lower lip. Find some photos of women you find attractive, and study their lip shapes. 4. No eyelashes. This is more of a cultural thing, but anytime you have a character without eyelashes, they automatically look male.
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The default light setup is the same, but I believe that light intensity is calculated differently in v12. I had many lights that I had to re-adjust when I moved my project to v12, and I wasn't using the default lights.
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The weather forecast for Saturday is cold and rainy, so don't forget your umbrellas, everyone. I'll make sure to schedule a hot-chocolate outing, as is our tradition.
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Frank, you might consider toning down that upper body. I'm pretty sure a woman's ribcage shouldn't be wider than her pelvis.
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That is terrifying! I personally would like to see more rigging/weighting around the shoulders, however. If a quadruped did have such an unlikely bone shape around the shoulder area, they'd need a ton of muscle wrapped around it to maneuver it. Right now the shoulder moves like on a posable figurine, like it's attached to a peg.
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Right. You turn off the rig constraints. (You don't need an Action window open to do this.) Those constraints contain the "make bone invisible" poses, so when you turn them off, all bones should show up in your Action/Relationship windows.