
luckbat
*A:M User*-
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Everything posted by luckbat
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If the former, Spherical Limits.
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Troll, faerie fly-fishing...
luckbat replied to zandoriastudios's topic in Work In Progress / Sweatbox
All righty. So far you've posted your storyboards and some story notes. Do you want critiques of any kind at this stage? If so, on what? -
Tido, the bones are hidden by the rig's setup pose, not in Bones mode. When you run Smartskin, make sure all other poses are turned off. Do this in the PWS, under your model's user properties, not in the Pose Slider window.
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1. No, there's no trial version of Animation:Master. However, Hash does offer a 30-day return policy, so if you buy it and don't like it, you can return it for a full refund. 2. Updates are continuous. If you buy A:M 2006, you will be able to use any updates released in the year 2006. Your software will continue functioning forever, but at some point in 2007, you will not be able to install further updates. Hash releases a new CD every year in January. It costs $99 to upgrade from previous versions. Many Hash users buy the $99 upgrade every year. However, you are not required to buy it. If you buy only the 2006 CD, the 2009 CD will still cost $99, even if you didn't buy the earlier upgrades. You can get unlimited free support from this forum forever.
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Thanks, Aforetaste. I haven't worked with any mocap yet, but I do use the BioMotionLab Walker, which is based on mocap data, as a visual reference when building walk cycles.
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Well, you can definitely run "Channel Reduction" on any channel with baked keyframes, not just mocap: http://www.hash.com/htmlHelp/v12.0/CustomH...l_Reduction.htm
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Cool! Hope you can make it!
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Well, you and Jerry are in, and I think JP expects to attend as long as his work schedule cooperates. Andre came to the last one, so perhaps he'll drop by again. And I know there were a few people who wanted to come last time but couldn't manage a Monday meeting.
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Here's a trick that's worked for me in previous versions (not sure about v13, though): 1. click on a single CP along the axis you plan to flip across. 2. Hit the '/' key to select all CPs. Even though all your CPs are now selected, the sofware remembers which CP you last clicked on. 3. Perform "Copy-Flip-Attach." It should flip in the direction you want. My apologies in advance if this trick doesn't work anymore, but it used to...
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To texture all sides of a piece of wood, you might consider "unwrapping" your 2x6 and texturing it with a single woodgrain texture in the UV editor. Check out Will's tutorial to see what I mean: http://www.zandoria.com/uv.htm
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Troll, faerie fly-fishing...
luckbat replied to zandoriastudios's topic in Work In Progress / Sweatbox
It depends on what approach you plan to take. If you're going to be shooting for more of a storybook feel, with lush backgrounds and a static camera, you might be able to go straight from storyboards to rough 3D blocking. On the other hand, if you know you're going to be dealing with a moving camera, I believe it would be in your best interest to do hand-drawn animatics before you begin working in the Chor. -
Troll, faerie fly-fishing...
luckbat replied to zandoriastudios's topic in Work In Progress / Sweatbox
How many minutes long do you expect the short to be? -
If you're on a Mac, you really shouldn't need to uninstall anything. Just drag the A:M folder to the trash, download a fresh installer and try again.
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No prob. What you really want to end up with is a flat green TGA with an (invisible) alpha channel that defines the letters. Your software needs to be able to output 32-bit (not 24-bit) TGAs. Are you using Photoshop? When you're done, you should end up with a file like this one: decal_w_alpha.tga.zip
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BTW = "By the way"
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And maybe consider switching to decaf.
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Then I'm unclear on what you're asking for. All valid patches fill themselves in automatically. You don't need a "Define 4-point patch" button.
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This is not correct. Steffen's cubes do not have any patch made from a single spline loop. If you un-peak the points on one of them, you should be able to follow the spline flow.
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As far as the skin goes, I'd urge you to keep experimenting, because the raw-turkey bumps that are there now just aren't that frightening. Maybe something more irregular? The veins, on the other hand... I can't even imagine this guy without them.
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What you're trying to do would create an invalid patch. A patch can't be made from four points on the same spline. Read this page to find out more about patches: http://www.alienlogo.com/tincan/Spline1.htm
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One solution that might work would be to put a flat "shield" of patches over the back of the cape, then set those patches' transparency to be 100%. They wouldn't render, but the collision detection would still see them.
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In its current state, it sort of looks like he's wearing a T-shirt made out of human skin. Please finish the decaling, so I can get that image out of my mind.
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Love the new hair, but watch the flesh around the thumbnail. It's getting pinched in an unnatural manner.