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Hash, Inc. - Animation:Master

NancyGormezano

Film
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Posts posted by NancyGormezano

  1. One thing I would add about the new feature of add chor actions, is the ability to set the frame range for the chor action - terrific, - and in that case I believe it doesn't matter where the chor action is situated - however of course if there are 2 chor actions operating in the same frame range then the 2nd one would take precedence (I guess - haven't tried)

  2. I can get what I want by nudging, but i can't use the Force Keyframe button to do what the nudging is doing.

     

    I feel your pain. I too agree that the force keyframe should work when one selects a bone (or other item), and then hits the Force Keyframe - a key frame should appear. Instead one has to move the bone (if beyond frame 0) , to create channels for that bone, then delete the keyframe at the current frame, then hit force keyframe to get the keyframe you want.

     

    However I suppose the difficulty is that which channels should be created? translate? rotate? etc...perhaps that's why it isn't done that way.

  3. I have also noticed that ver 10.5r says 2003 (i have the orangutan cd) - when I originally got 10.5,(ver o? p?) it said 2004 - I don't think you have the wrong version - ver 11 will (and does) say 2004

     

    btw - I believe orangutan means "man of the forest" in Bahasa Indonesian

  4. Thanks for that motivational speech! Even those of us fully committed to the cause may stumble along the way... together... as a team... We Will Prevail!

     

    I think Nancy lives close to Mike... perhaps she can recon the AO and return will the intel we need.

     

    Wasbabi Woman Wonder... come in...

    ...

     

     

    (Need sleep... gotta go to work... drat, no choice... work it is) <_>

    I think Nancy lives close to Mike...

     

    no not me, the only reason I dedicated my animation (Bop the Bozo) to him was that he was coincidently thinking about buying AM and being super active in the forum when I was working on it ... thought he might need some coaxing...however I do live near the wonderkid Zach! - I feel so so old ...

  5. when editing the pose in the action window, go into muscle mode, turn on show more than drivers (turn off the red cross thingy) on the shortcut to model, decals folder should show up, find your decal that you want to change, and under images section for decal should be a percentage # for you to change

  6. Better still, it would be great to have a toggle to set it so that selecting posterior geometry is not possible.

     

    Here! here! I vote for that ! I too in ver 11 (not so much in 10.5) find myself invariably selecting the posterior points more often than the the front ones...

  7. Hi -

    I have worked with props in actions, and yes it can be done ( see bop the bozo ) in showcase , all movement with the mallet was done in separate actions, including the one where the mallet starts out in her hands and then flies out of her hand.- however it is a real hassle when you want to string actions together, never got it to really work, because the prop would disappear, or do something weird. Found I had to do lots of separate chors, and string the renders together in premiere or after effects -

  8. I have found that the codec that gives me the smallest size/best image quality is mpeg 4 ver 2 for avi's - took an uncompressed 320 x 240 7 min animation 12 fps - approx 1800 mbytes uncompressed, with music down to 80mbytes - can't remember where I got the codec - probably at the microsoft site. I have found it gives much smaller files than sorenson, with about equal or better quality.

  9. hoo boy - ok ... yes! - got it to be a regular grid by changing all the densities to 100% - had always ignored those guide hair properties in the pws (for the group) because couldn't make any visual correlation between guide hair numbering/naming convention system and what I was seeing (cp doesn't light up or wiggle or sing or spit when I select the guide hair) either in pws or in model window, and the tool in grooming mode doesn't give me any feedback as well ... and also is a bit of a mystery as to correlation between mouse movement, direction and density...

     

    so now of course I must ask (because I'm nosey, and might help with being able to have more control on hairs - except I'll probably never really do hair hair - (you know what i mean) , cause I don't do real, and my 'hairs' will probably be anything but ...anyhow...):

     

    what is the secret to the naming convention for guide hairs? I gather the first digits are the patch identifier, last 2 digits (00, 01, 10,11) are the positions for the 4 guide hair ptrs on the patch, starting with which corner? and going in which direction ? (not obvious when i turn them on and off) - and probably no one else cares, and probably doesn't matter to me either - (umm, well it does...sorta - i like my digital universe predictable) And I promise to stop asking these questions...about hair...thanks for all your help...

  10. hi - and thanks again for the explaination - I do have the hair guide density set to 100% in the hair system (doesn't show in the pic but I just checked it), and position variation in emitter =0% . - don't see a perfect grid (even if I increase density factor to 2 or more in emitter props). Also tried with a larger patch (3x length) , grid is still irregular. I also noticed when I changed position variance to 100%, i do see a change in position of hairs but looks like distribution of hairs is the same kind of randomness...maybe 'almost perfect' grid isn't working? (btw I love the potential that the hair system has)

  11. yeah I kinda agree it can be nice to know if you've selected cps on the other side - however for my ancient eyes it adds a lot of 'noise' to my already pretty noisy images - I guess I like the way it was done " back in the old country" when we would just click on the cp for the one in front or use the lasso tool to select cps in front & back - remember those daze? I'll just have to get with the program, ... now where did I put my meds?

  12. hi Rodney - thanks for responding... but I never save projects, I only save choreography, actions, and models (and my own lights) in separate files - so there shouldn't be anything embedded, or permanently connected, just independant re-usable entities - (or is there an embedded switch for chor now? I can't find where that switch is for a chor?)

     

    in the chor that I was working with - the ground plane is the only thing with a light list - with 1 light that should only light it, and not the other models (spotlight on groundplane). The other model - eg mr mousie should be lit by all the other lights. When I checked the text of the model file, sure enough there are entries for linkedlights to all the lights that were in the chor. doesn't seem reasonable as I would want to use model in other chor with different lights...

     

    Also I noticed in the spotlightonground light text file there are linkedlight entries to all the other lights that were in the chor - I thought the model and light files were supposed to be independant - maybe I don't understand light lists in the chor - but it renders as I would have expected..

     

    thanks anyhow (was able to cause another test model to be linked to lights - but can't reproduce again.., has to do with some sequence of saving models, saving light, saving chor and deleteing and recreating a light list in chor) - and yes I can always edit the text file... or just ignore it. (boy how I can go on and on and on...)

     

    perhaps someone else will run into this, and be able to work out the sequence.

  13. just noticed that any models I had in a chor that had a light list (1 light associated with the ground plane only), that then all the lights in the chor then get saved (associated? linked?) with all the other models in the chor (if I do a save on the models only). I do not save anything in a project - so don't understand why? is this the way it's supposed to be ? and whats the rationale if so? Thanks

    lightssaved_with_model.jpg

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