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Hash, Inc. - Animation:Master

NancyGormezano

Film
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Everything posted by NancyGormezano

  1. The value appears correctly: nostril_left_Y_translation_calc: 0 (did not check the other values) and It also appears that the face sneer nulls are operating correctly -
  2. In 15b those values are set to 100
  3. Because both you and Mark have worked so hard and helped so many of us, I'll play the role of seeing eye dog - who unfortunately happens to be totally blind to working with expressions. The sneer poses are set at 0. I'm not sure how to look at the z-scale value of those bones to see if they are set corrrectly - they are hidden in the action. In addition, something else is also funny between 14c and 15b. There is a difference in which bones show up in the action. You realize this is a crazy making situation ? Something, unfortunately I am perfectly, pathologically able to be drawn into. You don't have 15. That sends the message that you (the squetch rig) doesn't support 15. Or Hash. Or future projects in ver 15 and beyond ... which implies we would have to find workarounds. And if we all didn't subscribe to future versions ...well then...eventually there would be no more A:M...and ... From what I gather, Hash doesn't have a lot of resources to devote to tracking down problems. Especially from those who don't subscribe to the current version. And maybe for even those who do. I have no doubt this "expressions" problem stuff will show up further down the line, somewhere else. This is an exercise in futility to send in a report. ESPECIALLY if I send in a report. And especially if there is a workaround. Talk about K.I.S.S! My reports seem to have the K.I.S.S. of Death permanently attached, and slide straight to the IGNORE from the Looney Bin.
  4. Thanks David. That definitely helped. But... Ummm...ummm...lemme see...how shall I put this?... I am a very firm believer of the K.I.S.S principle. (Keep it Stupidily Simple or more rudely: Keep it Simple, Stupid) And I definitely subscribe to the philosophy of "If it ain't broke, don't fix it". I will spend hours upon hours trying to figure out how to get away with the minimal amount of effort on my part. That's how stupidly simple I am. However, luckily in this case, I could easily see that for my slimy Sneery purposes, having the Sneer poses translate and rotate the nose/nostril geometry bones to produce a sneer would be plenty good enough. No expressions required. I must admit Squetchy Sam has the most beautiful, unforgetable sneer I've ever seen - so smooth, so fluid, so ethereally sublime. However, it's not seductive enough to entice me into looking at Expressions. Thanks again. The Simple Squetchy Sam nose model was a big help.
  5. All 3 are set to 0
  6. Here's part of the confusion (and what I now just noticed in the full SAM model, is also happening): It appears that the influence of the sneer null movement on the CP's is stuck at the extreme. Yet the null is at it's "rest" position. When I open the action (or any new action) - the nose is initialized fully sneered (on frame 0). Moving the sneer null does nothing further. Probably something works differently with expressions in ver15b.
  7. Hmmm. I see. Hash won't sell it to you.
  8. I have sent in a report - a long time ago. I did translate the sneer null - it does NOTHING in 15 And why don't you have 15?
  9. I don't know what you're talking about - moving the sneer null on squetchy sam doesn't appear to do anything in 15b. The image I posted above was after trying a multitude of things (turning things on/off, & MOVING OTHER NULLS, bones, switches) to try and get the sneer slider to have some affect - But eventually the sneer null got misparented in the pws hierarchy. I have never had this happen to me in 13s or before. It has happened only in 14c and 15b. I doubt I'm the only one who has or will run into this problem. Surely you don't think I am deliberately dragging stuff in the pws? The hierarchy gets messed up after some sequence of trying stuff. Why aren't you guys using and supporting 15b?
  10. I tried the sneer 15b (face slider in 1, 2, 3, 4 % ) and the sneer does not work for me either - and after playing around with other things - turning things on off, moving nulls - in the window - not in the pws - the sneer null became a child of the sync null in the pws - more weirdness - I DID NOT MOVE/DRAG THE SNEER NULL in the PWS - I have seen something like this happen before also in 14c with other models (the chief loon) - with his arm bones: http://www.hash.com/forums/index.php?s=&am...st&p=252445
  11. Hi this came up in a thread in 2006 - there are multiple ways but this might be the fastest, easiest: http://www.hash.com/forums/index.php?s=&am...st&p=157164 essentially one can use patch images (not decals) on a 2Dish type ring. please don't hesitate to ask more questions, if there is not enough info in that thread
  12. Tis true. That's the way it works in 15.
  13. Thanks, David. uhhh...I'm using 15 - when editing the pose the compensate button isn't on ...I believe you mean when one first sets the constraint (orient, translate) - that the compensate is on by default? The procedure for resetting in ver 15 and before is the same?
  14. Hi David - I have searched this thread and I know this question has been asked a zillion times - I am really searching for what the objective is and what the exact procedure is for "reset compensate" - For example:I looked at the word doc and the first time I come to: In the "Animation_Controls/HEAD/NECK/head_and_neck_orient_like_chest" Pose, reset the compensate on head_orient_like_chest ("orient like spine_FK_3_chest") at 100% and 0% When you have to recomp at 100% and 0%, set the enforcement to 0% hit the compensate button and set the enforcement to 100%. Then, hit compensate again and set the enforcement back to 0% 1) Is the objective to reset the constraint offsets and to make the offset value the same at both 100% and at 0% of the pose ? 2) Is this the proper procedure?: A) right click on the relationship - select edit with red pose slider at 100: set enforcement to 0. Hit compensate button. set enforcement back to 100. C) with red pose slider at 0: set enforcement to 100. Hit compensate button. Set enforcement back to 0 D) close pose/relationship window Thanks
  15. very lovely - very very nice feeling
  16. After rendering, and before closing the rendering window panels - hit shift + 8 to turn off hair & particles. Then close the render windows, to return to the chor. I believe that works (ie, I think? I have done this)
  17. Then hair (sounds like it's for clouds) might do the trick if you use emitter images (same as your sprite) and comb it "cloud like" - use a variety of shapes for the surface emitting the hair - have it conform to your shape/path of the cloud area - use transparency (render times could be high)
  18. very terrific fun animation - love the style
  19. You haven't mentioned what the sprites are supposed to represent - nor if this is for an animation or still ? Perhaps you might be able to use hair instead ? Moving hair emitters that use the image you are using for sprites ? Hair responds to shadows. You can animate the density, length as well.
  20. Paul - as John said - my version is older than his. I never install itunes. I had tried 7.2 (and maybe 7.3?) but found I needed to go back to 7.1.6 - And now I can't remember the problems that I was experiencing. I do know that I couldn't vote on the 11 sec club with 7.1.6 & Firefox (some version) - had to upgrade to 7.2 - so I vote on my other system (but don't believe I have problems with A:M? not sure). I only upgrade media players if I am forced.
  21. very good - the animated sprites work very well, ie it doesn't look like sprites - looks like multiple models I too appreciate your experiments. (no problems viewing - I use QT 7.1.6)
  22. great characters!
  23. I still like fungible better - had to look it up in the wiki-p, eg: I give you BS - You give me toad stools ... er ... I mean mushrooms You share with older people because they will hurt you if you don't. Economics 101.
  24. ooo weee... fungible what a nice new juicy word for me I don't care what it means - I like the way it sounds...squishyish John - ask for 50% - you deserve it. Those are good numbers. Don't sell out cheap.
  25. The switches are a very, very nice concept. In my experience, I didn't find using the pose on/off, sliders a problem when needing to change modes, states. Once I figured out what the names meant. There are too many names that look the same. There are too many options. That is probably what stops people from using different, or new features. The switches, imo, don't make animating that much faster. The switches are for changing modes in general - something that is done infrequently. They also get in the way when grabbing bones (especially the spine). Something done frequently. The switches appear to conflict with the ability to set some items on or off as default. They appear to have problems with states and defined behavior. If the switches didn't create problems - I would say they would be a much, much better interface. Less clutter, with less conflicting channels created makes animating easier, faster. I would imagine with less channels, the real time response is faster as well. Simple distinguishable names makes animating easier, faster - no thinking, reading required. Two or more bones, poses, switches controlling the same thing and "breaking" the other makes animating harder, slower, confusing, frustrating. Especially for a new user. And an old user. I saw nothing wrong with the previous incantation for the squetch rig used on TWO. Except maybe that ik/fk switching was confusing, as it didn't always seem to work. I love the squetch rig. It has me spoiled. I love the FACE interface, I love the Steve's hand gizmo. The biggest problem I see/saw for the squetch rig is the installation process. Therefore, I eagerly look forward to the new instructions, process. All of the above was only the opinion of a lazy person animator, who doesn't want to spend more than 1 week for 10 seconds of animation. And wants the rig to install itself. Those who want to take 3 months to tweak the bejeebers out of 10 seconds might see it differently.
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