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Everything posted by NancyGormezano
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In the event you might want to use the UV editor and you want to have multiple map types in one decal container - then I would recommend setting the color map first, as the first map in the container is the one the UV editor will display. If you have 1 map per decal container then it doesn't matter.
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as always - very a-mooooo-sing
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32 bit to save the alpha
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Absolutely amazing Model !! and Yes...a challenge to rig and animate. (could you share the details of your lighting setup, please? - also very nice)
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How's your graphics card behaving? Have you changed the driver?
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Hi - This post points to a tutorial might help you - I believe it starts from the beginning beginning: http://www.hash.com/forums/index.php?s=&am...st&p=244810 ooops just read thru that and I don't see anything on IK constraints - which is what you'll need to know in order to rig your legs properly. The TAOA:M manual "Show some backbone" exercise would help in setting up a constraint system for your legs.
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Is old stuff worth updating
NancyGormezano replied to johnl3d's topic in Work In Progress / Sweatbox
This is a tough call John - They're all valuable, and different people are looking for different things. If your goal is to provide easy access info for others, then the more simple examples work better. BUT your more convoluted twisted evil brain experiments are very interesting to watch, as well as to try and figure out. I LOVE the last one. If these are going on a web site, then what might also help is more descriptive words for each experiment. i.e, categorizing, keywording the experiments with the feature capabilities that are being used in your experiments - eg Newton, blobbies, animating material properties, sprites, animated hair length, etc. I could help with that if you'd like. -
Animation transition between Actions
NancyGormezano replied to Technodandy's topic in Work In Progress / Sweatbox
The Clip is very cute, well done - and Yes I turned off IK arms in the resolute walk (deleted it) and the arms went down, and worked better. More than likely nothing has changed wrt to the bone structure of Keekat - but the change with how IK switching is handled, is probably the snag. I don't remember resolute walk having IK arms - (doesn't mean it didn't, I just didn't check my library copy) - did you change it? -
Animation transition between Actions
NancyGormezano replied to Technodandy's topic in Work In Progress / Sweatbox
Make the resolute walk have HOLD LAST FRAME ON -
Animation transition between Actions
NancyGormezano replied to Technodandy's topic in Work In Progress / Sweatbox
This is a little difficult to see what your problem might be (from the picture) - as none of the settings for the actions are exposed. What we can see is that you have action1, followed immediately by action2, then the chor action takes over followed by 3 repeats of the resolute walk, with some transitioning to action3. What we don't see is how all the actions are set up (add, blend, replace previous action), to hold last frame?, etc. What setting are you using for your chor action - from the picture it looks like it would have an influence on all of the actions. It is also not clear (from the picture) which bones are being manipulated in which actions. So at what point given the image you posted - do things go wrong? after the 3 repeats of the resolute walk? -
Thanks for the Tut, Stian - very good!
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It's good to consider the spline layout for the face especially for characters that will animate well - When I browsed to the article that Dhar suggested - there was an image that might be used as a sorta starting "template" for the layout of face splines in A:M There are many different ways to layout splines - depending on the model's character - I am a rubbish modeler - but there are others on this forum who can definitely help guide you if you start your character and post a wip
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Those are really terrific looking stylized characters. You're doing a great job getting them translated into 3d. The 2d are very impressive as well. Those long arms might? be a challenge when you start to animate him.
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great looking character - just the right amount of pathos - looks like he would be fun to make fun of. I am no modeler - but I suspect you might want an extra ring of splines around his mouth, and you probably want to get rid of that 3 cp patch around his nose corner. (Hoping the more expert modelers will set me straight)
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Actually the ground is white - it's the default lighting (rim= orange, fill=blue, key=white) that causes it to look brown.
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Decide to work on an old character I started
NancyGormezano replied to johnl3d's topic in Work In Progress / Sweatbox
Ohhhh John - you are soooo in trouble. Thanks. Nothing feels better than trying to devise more ways to get even. -
sometimes the color change doesn't immediately register (in realtime) - I sometimes find I have to move the group (in the pws hierarchy) above some group and then back down again - or save/close the model & reopen. Check which other groups the group that you want to change belongs to - then play with moving that group in the models hierarchy. That's a convoluted explanation alrighty. Not sure if that's your problem either.
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Additions to my astronomical gallery
NancyGormezano replied to Julian's topic in Work In Progress / Sweatbox
Wonderful looking stuff. However I must quote from yesterday's calendar entry (365 Stupidest Things Ever Said): "Jupiter's moons are invisible to the naked eye and therefore can have no influence on the earth, and therefore would be useless, and therefore do not exist." - professor of astronomy Francisco Sizzi, in 1610. That goes under the category: Logic, irrefutable. -
If you are talking about hair and it is showing up inside your model - then most likely the patch normals for the hair patches are facing the wrong way Shift +1 will show you the normals & then you can right click on the patches where the normals are wrong and choose "Flip normals" If you are talking about other "particle effects" - sorry, don't know.
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Amazing job.
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After you select either 4 or 6 on the numpad - you might need to do a Shift + Z (zoom to show character) - perhaps that is the problem?
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very terrific - great creative day you're having!
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This is me circa 1983? in Kenya training a White rhino to be nice. I am not making this up - it really is me touching a White (Weit?) Rhino. It takes just the right tenderly caress of their butts. I wouldn't try it with the Black Rhino tho, those are the dangerous ones who will charge. Very touchy guys. Sadly I have found out that the herd of White Rhino in Tsavo have since then been poached. No more Rhino butt fondling, for those who are so inclined.
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Dhar was referring to images that you have posted in the forum. My guess is that to remove images in A:MStills that you have submitted - you would also have to contact someone at hash as well - ssappington?
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Is that in vers 14? (or even 13?). I sure hope you put in a bug report to A:Mreports with a simple example - there's lots of reflective surfaces in TWO, (and sprite type stuff in spots) - and I wonder if that isn't contributing to some "glitches, funnies" that happen sometimes when rendering.