KenH
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Posts posted by KenH
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Right. I turned off "Has Stride length" and now I can see the "Repeat" option. If I read you right, the higher the Repeat number, the the more strides he will do. If so, I'm putting the Repeat up to 100 and he's not going any faster than when it's at 1.
Is it me or my machine?
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Hi Randy
Hmm....you're right. I'm reading the 2002 manual and it also has it in the Animation Master:2002 book. It *was* there, so, it makes me wonder why it was taken out.
Anyway, thanks for the reply
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Thanks Iham
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Hi, I'm in the middle of making a character walk. I've been following the manual to the letter on how to do stride lengths. I've done it and added my character to a path, however, it talks about an ease constraint in the walk properties....it's not in mine as you can see in the pic. How do I get it?
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Just saw this...amazing! I suppose her head is meant to be big?
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Thanks. I got it sorted...I didn't realize it had to be rotated with a bone. When I tested it I just rotated with the Rotation command
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I haven't a clue why mine isn't rotating then I don't expect a thing like that is related to the video card.
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I'm having a hard time getting on to the forums. I guess it's the same server.
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If you delete a group in the PWS, should the corresponding geometry be deleted too? In Alpha 8 that doesn't happen.
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Sounds like a memory issue. Copying and pasting isn't great at the best of times. Make sure your memory settings for the program are ok. That's all I got.
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It does that ok. But does that mean if I rotate the eye, I have to rotate the material as well? Is it working alright for you?
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You might check that the renderer is rendering the options in your cameras properties.
If you go to Tools>Options>Rendering there are settings there where you can apply them to the views you want. If you're using your camera settings, click on "non-camera views"
Hope that sorts it out BTW...cool image.
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Yes , it's set to off but it's still doing it. I'm using Win 2000, nvidia geforce 2....what do you have?
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I've just discovered that the eye materials that come with AM don't move with the object. For example, if you move your sphere 10 cm in the x axis, you also have to translate the material similarly if you want to see it.
Is there any setting to change this so that the material will follow the object?
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That's a beautiful room! Great work! It's also encouraging to hear that your AM works non-stop for a day and a half without problems.
Given that I'm doing a simple room at the moment, I'd be interested to know if you used "light lists" in this image. ( I didn't see it mentioned in the posts I browsed)
Cheers.
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It's still the same. I found a work around though.
First I load the obj into v10 (NOT v10.5)
Then I save it out as a .mdl.
Opening that up in v11 (and I guess 10.5) retains the texture.
I don't know if you can figure out from that what's wrong, but it sure would help if you could cut this step out from a job that might add up to up to 100 objs.
Thanks.
PS With the problem hxt asks for the assosiated texture when importing the .mdl in to 11 and it places it in the model heirarchy. It just renders as one a coloured obect.
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No problem John. It makes me believe the problem has something to do with the context menu in the PWS. But that's just a laymans view.
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Can someone point me to the latest obj importer for AM please. Does it retain textures when saved as a project or mdl?
If not, has anyone found a way round this problem?
Thanks.
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Does AM have autosave? Thanks.
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They wrote back saying they know about it but can't reproduce it Unfortunately the work around to use is to drag any material from it's folder onto AM.
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In Alpha 8 open up a new project.
Go to the PWS and right click on materials heading.
Select "Import material" from the contextual menu.
Once the import is complete, the headings in the PWS become corrupted??
Decal has holes after applying ?
in (2003-2004)
Posted
Am I right in saying that the image needs an alpha channel for a key colour??