sprockets Learn to keyframe animate chains of bones. Gerald's 2024 Advent Calendar! The Snowman is coming! Realistic head model by Dan Skelton Vintage character and mo-cap animation by Joe Williamsen Character animation exercise by Steve Shelton an Animated Puppet Parody by Mark R. Largent Sprite Explosion Effect with PRJ included from johnL3D
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Hash, Inc. - Animation:Master

KenH

Film
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Everything posted by KenH

  1. Here's an edited version with action4 deleted and a transition from action1 to action5 using blend mode on action1. Making a smooth definable amount of time for the movement of the hand and head. Edit: I don't know if you need to key all bones now. Look at this project and see. I'm not sure what's going wrong there for you. Could be a few things. test3.prj
  2. No layering. The translate to constraint just instructs it to move with it while the orient like constraint tells it to rotate the same way as the Eraser. Pretty self explanitory.
  3. Have you got an orient like constraint on the book? Do that the same way as you did the translate to constraint (using the compensate icon).
  4. I'm not sure exactly what you want to happen, but you don't have anything keyed in chor action 4. If you don't intend to put anything into it, then you should delete it and just go directly from action3 to action5.....wich action3 set to blend. Then you can move the hand in action5 and it will bledn from the hand pos in action3 to action5.
  5. I'd really need to see images/chors to try to diagnose specific problems. But you do know about the green tick mark beside the actions right?
  6. Your global position (model bone pos/rot/scale) should be kept in a separate chor action (by itself) that covers the whole span of the animation. Beacuse, if you have the model bone pos in the first action, then at the last action, your model will go back to 0,0,0.....because the first action doesn't cover that time. Then you'll have to try to line up the model in the new action. I should clarify..... Set the last action before your new action to blend mode and in it's properties turn on "transition to next action" and turn off "hold last frame". Keyframe every bone you've moved before in the first frame of the new action. Yes, to switch between repeatable actions it's simpler to add new chor actions to transition to....you could order the actions appropriately in the pws to do it, but that gets messy.
  7. You can drag the red bar for new chor actions to where you want them to start effecting your character. So, you could have keyframes in that chor action, but they wouldn't effect the character until the time the red bar starts. So, to proceed, you could create a new chor action, drag it to after all the other actions, set it to blend mode and keyframe all bones (that have moved up to now) into a pose for the new action.
  8. I forgive him.
  9. Ethan.....try saving it to your desktop?
  10. Ethan....try saving it to your desktop?
  11. If you added the cable after dropping it into chor, that could be a refresh issue which you can resolve by either pressing the spacebar, reopening the project or re-droping it into the chor. I doubt it would just pick one specific part of a model and not show it for no particular reason.
  12. Hey how'd you make it go full screen like that? I've never seen that with quicktime. The acting is top notch. I'd suggest working on the lipsync. More Oooo shapes needed and timing seems off in places. I also agree with the other comments. The sighes between the words need mouth shapes too. Also, as icing on the cake, I'd love to see his eyes more expressive on the word "thing"......that's what everything before it has been building up to. Eyes wider would help.
  13. A snapshot of your screen would be more helpful than the actual animation. Maybe the action doesn't start at the right frame?
  14. I seem to remember in the past that if you increased your realtime resolution enough, the displacement map deformation would show in realtime too.....inside AM. So, there may be only technical difficulties rather than technical impossibilities. That would be an amazing ability in 3DPainter.
  15. I've seen this too. I think it happened when an action was given a stride length when it didn't have it originally. I also think it was resolved by deleting the action and re-dropping it onto the character.
  16. If you load two chors (one with an end pose for the character to be a start pose in the other) then you can click on the character name in the chor, hit contol C....... Then in the newer chor, just click on the character name there and hit control V.
  17. Will this short ever get made? Or is it even being worked on?
  18. Constraints are only done in either actions/poses or chors. You can't do them in the model window. So you can set up all your constraints in a pose and turn it ON in the models user properties and any chor/action/pose the model appears in....it will have those constraints. Likewise you can move bones around in a pose and pose the model how you want it to start when you animate.
  19. Excellent. I remember one like this before....which is probably what you're referring to. It would really come alive if you add some vibrations to the drum skins and move the cymbal.
  20. Great work Tom and Rich.....AM hits the big time! Whoohoo! Hasbro know a character when they see it.
  21. You want the IK Legs Setup set to off. That will make the legs FK which is a different way of interpolating postion of the legs. With IK, you don't need to see the bones in the action.....just drag the null at the ankle around.
  22. Start with everything in the render settings low or off......then work your way up from that. Multipass and resolution will have a big impact on render times.
  23. Sometimes re-dragging the sound file into the action fixes the speed thing. Or it could be that your project fps (click on the project name and look in the properties) might be different to the avi fps. Not sure. For the image disappearing, maybe the alpha option is set in the render settings.....it's in the buffers options.
  24. And the animation plays all the way up to 32 seconds? I can't think of anything else.....I'd need to have a look at the project for any more progress. If you do attach it, embed everything and save as a separate project. And you'd have to include the sound file separately.
  25. By "red bar", I mean something similar to the bar being pointed to in this image. The one for the dialog action should cover the animation frames: http://www.hash.com/forums/index.php?act=a...st&id=23187
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