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Hash, Inc. - Animation:Master

KenH

Film
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Everything posted by KenH

  1. Cool! Youtube it....and AM:Films of course.
  2. I was following this quote. I know an action on an action object won't work. But a pose in an action object does. You have to be in skeletal mode to access it though.
  3. I've reported this before, but it's working as designed apparently. You should post one too....
  4. Cool model. You'll be back. They always come back.
  5. It turned out well and a great idea! Now release the model to the AM Community to show your gratitude.
  6. If you turn off the limitors (in the bone properties?) then you can rotate them any way you want. With them ON, then it's probably only limited to positive x rotation.
  7. That's rocking. Just a general observation.....I don't know what look you're going for......but if the eyes were more forward facing (imagine that spot above the eyes being the eye area), it would make him appear more predatory. Eyes on the side of the head make animals look more dozy.
  8. You shouldn't need to rotate the forearm backward to reach round the back.....humans can't bend their elbow backwards but they can still reach round to their backs. So, you just need to rotate the upper arm to do it. Unless you're meaning something different.
  9. I'd be interested in seeing your results. It's looking good so far.
  10. The pose in action object method works here. Try pressing spacebar.....
  11. Oh yeah....I think this used to happen with the suit of armour.....his foot turned to the side. I think it was in the relationships somewhere. If you want, I can take a look at it.....but you better be quick.
  12. You probably moved that bone in one of the poses that's set to ON when you open an action/chor. The quickest way to find it is to slowly delete poses and watch for any change in your action window. Obviously don't save the model.
  13. This thread I found in search will probably answer all your questions.... http://www.hash.com/forums/index.php?showt...hl=white+render
  14. You didn't mention that other problem.....biases....which patches have and polys know nothing about. So, usually importing a model made in a poly program results in twisted splines. In which case, you have to go and edit it.....which is usually slower than making it from scratch. Well, perhaps not for you.
  15. OK then....are you in shaded only mode? Press zero on the main keyboard and try it again.
  16. Huh? That's what always happens. You just have to click in the model window to make the spline when that happens.
  17. I think you probably need to set the images to flat shaded so that the light doesn't affect them. Then obviously the light needs to be at a similar strength/angle/etc as in the image. Then it's just a matter of adjusting it I'd say. Victor has a tutorial similar to this with his alien.
  18. You're doing it in the right place. Maybe you have to drop it on the root folder to get it outside of the folder it's in? So.....drop it onto the user properties words? There has to be a way....
  19. This is how I would do it. Just Join up one side to another and then put the other splines through that spline to close it off. Then you can delete that highlighted spline loop.
  20. OK....report it to AM reports. Crashes are usually addressed fast. Does the image look how you want in that image now?
  21. It sounds like you may just need to close and re-open the window/AM to see the changes. Some screen shots would make up for your english.
  22. Yeah, why would length make a difference. You could even just copy your already existing keyframes. For an expression, you'd use a Sine wave. I'm not sure exactly of the formula though.
  23. Frigging cool. I hope it's going on that other forum.
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