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. Looks better indeed. Maybe one spline could be deleted/redirected round the mouth, but it's not totally necessary. I think it should animate well.....I'd advise doing facial defomations before texturing in case it doesn't.
  2. It's definitely something to do with mixing IK and FK actions. I tried making a (very rough) third action and it works. But then the last action doesn't blend well because it uses IK in the arms. Other than the glitches, the animation is good. Test.zip
  3. Strange. It's to do with the Resolute Walk arms being controlled by IK nulls while in all the other actions the arms are FK driven. So they use different bones. I find that deleting the IK arms property out of the Resolute Walk action, gets better results, but still not right. I tried to turn on IK arms in the Chor action for the resolute walk bit, but it doesn't do anything either. I'd say try posting it on AM Reports.....but simplify the project first.
  4. Wow. It's really slipped from the public gaze. Think of it as like 3D flash....and it's already built into AM from v13 up. http://www.hash.com/forums/index.php?showforum=66
  5. Is the bit between the green lines where his arms goes straight? What do you want to happen there? Really, all the actions should be lined up after each other....so the red bar before the first green line needs to be extended to the other green line. Try to keep the actions to a minimum. And try to keep the chor action for the translation of the model bone only.....ie no rig bones moved in it as the other actions are controling them. Also, with so many actions, it's a good idea to name them appropriately or you'll easily end up in a mix.
  6. That's really cool. I'd love to see it made into a HAMR project.
  7. Yeah, I'd be interested to see it. Don't forget to embed all.
  8. So you've dragged that third action below action4 (or is is above action 1)? And/or set it to add? If those doesn't work, I'd need to tinker around with it myself to get it working.
  9. For example, if you've got a chor action with a null moving the brows of a character in it. Then you have an action dragged onto the character that also moves the brow null...... If you want the dragged on action to move the brows and not the chor action, then deleting the brow null out of the chor action will resolve any conflict....no matter which action is above or below.
  10. I'd need to see an image of what's happening and how you have the actions lines up in the PWS but generally the ways to get actions to behave are: 1) Change the order of the actions in the PWS 2) Delete commonly used bones out of one action 3) Use add/blend/replace options.
  11. Thanks Al. Don't worry....I'll live. I just wanted to emphasis that if one get something for nothing, one doesn't have much grounds for complaint.
  12. Well sorrrry. It was the first one that came up in the search. Look yourselves next time.
  13. Not sure if it's not working as intended. If you have a good reason for it to not work like that, then send a simple project with steps to AM:Reports.
  14. This is a regular: http://www.hash.com/forums/index.php?showt...hl=white+render
  15. That's looking real nice. I think scaling up his chest might make him more "man like".
  16. Inverse selects all the cps that aren't selected (inverted). Pressing the comma (,) key will select the spline loop if you have a spline (note: not just a cp) selected.
  17. Of course there was a cartoon! I looved it. Great image.
  18. Nice model! As has been said, it's abit dark so it's hard to critique, but it looks close enough. Maybe the neck is abit long front to back? Not sure. Have you seen the size of those models in reality!
  19. KenH

    action

    What rig does it use? What project is it?
  20. Dang right. I wish my first models were as good.
  21. KenH

    Action

    If the action wasn't made with the same rig as in the animal, then it won't work.
  22. Are you using bones or cps to change the expressions? If it's bones, make sure the center bones eg spine/head etc are exactly on the Y axis.....both the start and end of the bones.
  23. Is that where the seam of the uv map is?
  24. Press Control+D to turn decals on.
  25. Wow. Real nice. Are you going to rotate his arms up to do the rigging? You should do a new character and enter the Mascot contest (I don't think an existing character can be used on AM's cover.)
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