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Maszie

*A:M User*
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  • Name
    Marcus

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  • Hardware Platform
    Windows
  • System Description
    Asus A7N8X DeLuxe 2.0; AMD Athlon XP 2600 +; 512 MB PC 2700; 160 GB HDD; Geforce 4Ti 4200; LG GSA 4040B DVD burner

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  1. I've solved the problem ... What I did: Frame 0 -> set the translate to Constraint with compensate mode >on< @ Frame 10 I set a Key for the translate offset and enforcement and then set between frame 11 to 19, the enforcement to >0%< (Hold) then, @ frame 20 I moved the Hand to the position, where I wanted the Hand to be after the Enforcement is set to 0% activate Compensate Mode and set the enforcement to 100 % and then back to 0% afterwards I deleted the Key of the Enforcement, which was set between Frame 11 to 19 ... The Curve in the Timeline is set to hold ... in my Case, the Enforcement is from Frame 0 to 20 constant at 100% I hope, my explanation is OK ... Gruß Maszie
  2. Sorry, my english is bad, I know! I've made a translate to constraint (I used the the compensate - mode when I set the constraint ...) to keep the Bone of the Hand at one position, while the whole rest of the body is moving ... after that part, in which the hand have to stick to the object, I would like to detach the hand ... So now I set the enforcement to 0 % and the Hand is snapping somewhere ... Then I tried it with an animation of the enforcement ... as example: frame 0 -> 100% Enforcement and at frame 10 -> 0% Enforcement ... from Frame 0 till frame 9 is the transition sooth. But from frame 9 to 10 the hand is snapping to an completely other place in the Chor. Gruß maszie
  3. I have the same problem with the Translate to Constraint. from 100% to 0.01% it's smooth, but from 0.01% to 0 it's snapping to it's original position ... Is there a possibility to set an offset when I set the Enforcement to 0%? I don't need a transition ... I only want that the bone is not snapping and also not following the Target and working with translate offsets is also not my favourite way, how I would like to do my stuff ... Thanks! Maszie
  4. THX for your reply ... but I had a look into the Manual and found, what I was looking for -> Chapter 6: The Doors Stuck, or what was the name ??? is exacliy what I wanted to do ... the Part, where Shagies Hand was attached to the Doorknob with an IK - Chain Constraint was the Interestig part ... RTFM before asking CU Maszie
  5. IK constraint? Do you mean a Translate To constraint? I get a smooth transition if I animate the enforcement of a Translate To constraint No, IK is correct ... sorry for my bad english ... Look at the attached Pics to see what I mean ...
  6. Hi Splinerz, I have a problem with my Character ... I've animated the whole time with FK an now I need IK I placed a Null Target into the Chor ... then simply ad the IK - Constraint to the Bone and as Target the Null Target ... but now the Bone is snapping to this Null Target ... I tried to animate the enforcement ... but this is not working ... the bone is still snapping to this Target ... so, is there some way, to solve this problem and get a smooth transition? I can remember, that I saw a Tut on it long ago ... but can not find it at al THX Marcus
  7. OK, I have the same problem. The gras is moving really strange after removing the force ... Here the ZIP with a Flash File (screencapture) ... CU Maszie
  8. This back to original - position - problem can be solved with the "Angle Limit" ... increase and decrease the Limit between 5% and 70% and you will see, what I mean ... Which A:M - Version you are using? I'm using 11.1i ... At the moment I'm still at work, but the tips with the force are really god! Thanks! :-) CU Maszie
  9. With Hair you can not simply use a force - object. Hair - force is animated by the Dynamic options and there is no way to include any turbulence or better to say, I haven't found any way to do this with an force object... I thought about a Material with a Turb and both attributes changed to Hair - System ... but there is also no way to get the Hair in it ... Now I'm thinking about an black n white Decal ... the white of the Decal one Hair system and the black of the Decal the second Hair system ... but I haven't found a way to do this ... CU Maszie
  10. Hi Spliners, here you can find a short video - sequence ... in this sequence I'd tested the Hair - Forces. becurse of this, the gras is moving a bit to strange but it shows clearly my problem ... The whole mass of gras is moving in the same rhythm ... Is there a way to put a turbulence to the force or control the Mass with an Image like black has a mass of 1 and white a mass of 0.1? Or are there some other ideas of creating some turbulence in the grass? CU Maszie
  11. I found this here by myself ... Maszie
  12. Here you can find the Tut on it! I used this Tut, but I changes some parts. I didn't renderd the black and white Decal. The Material ( for the big waves FractalSum and for the smal one Perlin) is direcktly on the water grid. One as Displacement Map für the big Waves and one Bump for the smaler one. I'm going to make a Wink on it, but it will be in german and take some time till it's finished ... When you are asking for the Lake - ground -> there is nothing special -> only the Diffuse Color -> brown Any ideas on how to make the Hair move with a force? CU Maszie
  13. Hi Spliners Here my attempt to make Water with an animated Material. I know, that the waves are too fast and the color of the Water is too blue. I already changed the color ( look at the image). But before I start the next animated rendering, I want to ad some Force, to move the Hair (Grass). But I never did it before and so my question is, how to do it. CU Maszie
  14. Wow thanks to you an Seven! Really big help! Maszie
  15. Hello, I'm searching for an other 'Grass with Hair' Tut. This Grass Tut I already found but there was an other one, but I can not find it ... Maszie
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