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Hash, Inc. - Animation:Master

KenH

Film
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Everything posted by KenH

  1. P129 of TAOAM describes the process with pictures.
  2. You do know you have to close fpps right? Select all the cps of the patch and use the tool at the bottom of the right hand side toolset.
  3. Just moving a bone will make a keyframe in the timeline for that bone.....that is if the "Big A" icon in the top right of the screen is set to on. You can force a keyframe using the gold key icons below the timeline, but you shouldn't do that for now as it can cause other problems.
  4. I don't think "Active" can be animated over time.....like to fade out? I vaguely remember something like that before but was it about "Active"? I'm not sure what the problem is....try these: Make sure you have the Animate icon on (pressed in). Try it in director mode (megaphone icon at the top). Other than that, I'd probably need a screen shot.
  5. In the properties for the sprite model, there's an "Active" option. Just turn it off at the start and on at the frame you want it to appear.
  6. I think Vern would have a liability case! Nice work again. I'd love to see (for fun) what these characters look like with SSS.
  7. KenH

    In limbo

    I don't know how long this thread will stay, so I'll be brief: I've also used max and find AM modeling to be more intuative and hands on. However, others disagree. You should learn all you can about the program before deciding to buy. But if you do, I believe you'll be extremely happy with your "bang to buck percentage". Modeling stresses a computer very little....unless there are thousands of patches. But generally, you'll be fine on a low spec machine till render time.
  8. If you have free reign to make changes, I would make her legs longer and body less long. The proportions seem off now......if you're going for perfection of course. But she looks great anyway. I especially like the neck muscle work....perhaps abit masculine though.
  9. A quicker way to switch camera is to set the camera splines to "HOLD" (Highlight the keys and press 7 on the main keyboard) .......then you can just move your camera to the second pos to make the switch. Simple TWO is the Hash movie project Tinwoodman of Oz. Where have you been!? Edit: George....where have you been!? http://www.hash.com/forums/index.php?showt...mp;#entry256111
  10. Change the shadow option in the kliegs to raytraced. With z-buffer, you need to double up the surfaces......so the sign would need a back (with the normal flipped the right way.....perhaps you could try just flipping the normal now) and the car would have a floor and thick walls.
  11. You could open it in notepad and look at the code. Perhaps there are thousands of lines of duplicated code which sometimes can happen.
  12. In the path properties, set the ease to 0% on frame 0 and 100% on 15 sec. Each model, character and path, need to have information inside them telling AM where they are and at what rotation....aside from any extra keys you might put in. The chor actions hold that info. The tick beside the action is only relevant if there are multiple actions under one model. Then you know which action you're keying under....the one with the green tick....which is activated by clicking on the action you want.
  13. I think you can't. I'm sure it's like that for a good reason......
  14. Good start. I'd suggest putting bevels on those razor sharp edges....you should be able to do it quick and easy with the bias fields.
  15. If you search the forums, you may find a hxt that will do the job without freezing. To be honest though, converting an obj to a mdl is going to create a right rats nest of splines. Poly models have way more "lines" than spline models and have no biases.
  16. KenH

    BIG PROBLEM

    Possibly the path to the project file is too long. I think xp can only handle so many characters.....so, try putting the file (copy) on your desktop and see if it opens from there. If not, there's a thread in the FAQ (in the forum index) that covers a total re-install.
  17. Wow. And the backgound blends into the set beautifully (perhaps using a painterly post filter would do so even more). Amazing. As a small crit, I would love to see the straight lines where the house meets the ground broken up abit. Perhaps a displacement map to raise the ground randomly or a barrel to collect water from the gutter. And a gutter. But this is movie theatre quality stuff. Edit: As a suggestion, I'd love to see some wallpapers for specific sized desktops. In the future you might think about it. Edit2: The chimney stack looks odd to my eye....that's not to say it's not valid. Usually, the lower part of the stack is the thickest. Also, I'd love to know your setup and render times.
  18. See the last link in my signature.
  19. I've reported this before. Please send data to AM reports. Thanks.
  20. If you're in camera view, it will only move along the ground plane. It doesn't do that in any other view. Or if you want to stay in camera view, press the 2 key and move the lamp.
  21. The mouth is much better. It would be nice to see the blinks working and the brows more exaggerated though. Keep polishing that gem.
  22. Um.....Shift + 8?
  23. If you're really serious about this, I would suggest you take that down until you get time to do a better one. The mouth hardly opens and generally the expressions aren't as accurate as previous videos. Being new, you want to create as good an impression as possible. Or at least say in the video that this is an early demo. Also, you might wait till the website is ready. Anyway....use that girl next time too.
  24. I think I just nudged the bones abit to get them to make a keyframe....or I may have copied and pasted (Contrl C+V) if the keyframe existed already.
  25. Nice. I'd suggest more anger in his eyes/brows on the word fat.
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