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Hash, Inc. - Animation:Master

KenH

Film
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Everything posted by KenH

  1. KenH

    Mechanical model

    Looking good! I was going to say a snow plow. Then Rodney swayed me toward Wall-e.....then no, I stood my ground and it was going to be a snow plow. Nice model Paul! Who done that one?
  2. Abit in the dark here.....a screenshot would help. But are you using an action? If so, increase the repeats in it's properties.
  3. Real nice. You're really getting the hang of this modeling lark.
  4. Both look great. The last one is really clear and has lots more variety than I've seen with cookies before. Any chance of getting a wireframe/shaded screenshot of that? I'm assuming each "branch" is a duplicated cookie. Are they all hand arranged?
  5. Yeah a transparent window (30%) or even no window would do. The option you want in the light is volumetrics. It's an option in the properties of any type of light. Alot of experimenting will be needed, but a high contrast would be a good start.
  6. There's no need to have "cast shadows" on the ground as you can't see underneath it and there's nothing to cast a shadow on to. Only receive shadows is needed. For your second problem, try using the same specular/glow settings on a fresh object in a fresh proj/chor. If it happens there, then you know it's something to do with that.
  7. In the first issue, it looks like certain patches are rendering dark. Are all the patches normals flipped the right way round?
  8. KenH

    Key Framing

    Can you point out the pages this sort of thing is answered on? I honestly can't find them. Things like basic animation techniques and how to work around the timeline.
  9. KenH

    Key Framing

    I think Robert means it was the same guy back then.
  10. Do a search of the forum for Eular constraint.
  11. KenH

    Key Framing

    Assuming you've checked the manual..... In the chor, select the bone you want to hold. In the timeline, go to frame 0 and select the keyframes for the bone there. Copy the keyframes by pressing Contrl+C Go to the frame you want the bone to hold till. Paste the keyframe by pressing Control+V. You may have issues with the bone moving a little, but we'll cover that when you get the above done.
  12. KenH

    Key Framing

    A very common mistake.....one I had myself. The brain must be hard wired to think differently. Anyway, the answer is: When you move a bone at for example frame 100, then the software calculates the movement from the default position at frame 0 to your new position at frame 100. It doesn't know that you want the bone to wait for 50 frames before starting to move. How can it? The way to tell it is to copy the keyframes at frame 0 and paste them at frame 50. Now the software will follow this logic: Default Position Keyframe at frame 0....wait Default Position Keyframe at frame 50.....start to move New Position Keyframe at frame 100.....stop
  13. The problem is you're lathing a circle spline. You only need a semi-circle in the positive x axis.
  14. Then follow my last post on a new frame. That way you have your manipulations on one frame and the default/null values (ie the values you have when you drag the model in to the chor) on a new frame.
  15. I'm not sure exactly what you're trying to do, but..... If you press the compensate mode icon (beside the magnet icon at the top) and then Force a keyframe with the gold key icon at the bottom (Make sure you're keying the right properties to the left of the gold key). Then a keyframe will be created and it will be the default values for scale and rotation and position will be set to 0,0,0.
  16. Deleting the keyframes for scale and rotation in the timeline should do it.
  17. KenH

    Fluids

    Try flipping the normals of the bottle? Or a double wall?
  18. When you translate something beyond frame 100 then it will automatically set a keyframe. This will automatically lengthen the timeline. Also, if you want to manually move it, just bring your mouse up to where is says 100 on the timeline and it will change so that you can drag it. But don't get too hung up on changing the time in the chor. What really matters is the render range you set in the render options.
  19. 1. Why do you think it's an alpha? The "a" denotes the first in the final release versions. So, you'll be intitled to v15b when it's released. This will have enhancements that have been reported. v15 is the only version you can run with your subscription code. 2. Wouldn't like to say. But XP works fine for me.
  20. 1) Not sure. Where is this? I believe Hash have a syllabus for teaching AM in schools. 2) TWO is almost done. Just clean up and rendering left. You can contribute by rendering over the net with webrender. But watch this space for a new project to learn on. http://www.hash.com/forums/index.php?showtopic=30298
  21. Right click on the model> plugins>export>obj That will save the model as an obj format model.
  22. Go into Muscle mode (yellow arm icon). Turn off Animation mode (big A icon on top right) Now you can go into the path and freely change the cps. With Animate off, no keyframes will be laid with the moves. After you have the path how you want, reset everything. If you have a character constrained to the path already, you may need to press spacebar to get it to "see" the changes.
  23. 1) You can get the latest/last v11.1 version on the ftp site. I'm sure it's later than b. It works with xp. ftp://ftp.hash.com/pub/updates/windows/Am2005/ 2) See above 3) AM is up to v15 now....which has fluids/sub version revisioning/render speed ups/cloth and other good stuff. Change the year in this link to see all the stuff: http://www.hash.com/am2005/ 4) AM has all the necessary tools if you have the necessary skills.
  24. Satyajit.....you might think about covering the wall in moss at some places to cover up the tile pattern and make it seem more weathered.
  25. There are exceptions to the rule.....such as starting the camera on the right side so that the viewer can get their bearings....and then panning/dollying the camera over the line.
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