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Everything posted by NancyGormezano
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Excellent Robert!
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It IS the default in ver 15
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ah yes, thanks for being more accurate, Rodney
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gif format does support a key or "alpha" channel
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Perhaps the model you made was created left of center, ie the model was not "centered" at 0,0,0 when modeled.
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3d painter has the capability of applying a bitmap - that allows scaling, rotating and distorting an image before applying from any view - It will probably not help you with making a soccer ball - but it is good to know, as it's quite a handy feature
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May the Warts be With You! Yee Haw!
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Excellently done, Robert - Thanks for the treat.
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Hmmm...I notice funny things happening - I wonder if the length of your chor action 1 is resetting to something other than what you set it. EG I notice when I just tried (15e) pc that sometimes if I start with a clean chor and 1 model and 1) add a chor action for this model - 2) set length of chor action to go from 0-12, 3) move foot null on frame 12, 4) start new chor action, move this new chor act to go from eg 12-24 - then the length of chor action 1 will have changed and will have extended itself to overlap with chor action 2 Check to see that the chor action ranges are really where you set them - you might have to reset them
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The left forearm limits (Robby only) seem to be wrong again on your latest, but his footsie rolls are good-
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Ok I see - I rotated the heel down - probably way too far - but I did not lower hip null first. When I do the same extreme rotate of heel down (with target the child of heel controller) - the foot will then flip. I can see that it is necessary/important to move hip null down first, and it works better the way you are suggesting. Both ways have problems.
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hmmmm...-you sure? I just tried it with the roll targets as children of the ball controller - seemed to work fine. When I made the roll target child of the heel controller - thats when the foot flipped (if I rotated the heel down)
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Nicely Nashed
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The Euler limits for Robby's left forearm seem to be wrong. They are currently min: -25, -45, 0 max: 45, 45, 0 - and should be min: 0,0,0 max: 180, 0, 0. (like the Right forearm) The bones model is also wrong EDIT: zip file contains modified prj (Bones.mdl) and modified Robby) LeftForearmfix.zip
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I've looked at your zipped prj and there was a missing image file - however - even so I can see why you are confusing yourself. Your camera angle is strange, your ground patch model is oriented strangely and it appears that the footprint decal (footprint bump) did not get APPLYied to the ground patch model What I suggest is start over to unconfuse yourself. 1) create a new ground patch model - and orient it horizontally in the xz plane centered at 0, 0, 0 In the ground patch model, from top view - do 3 times: decal/new/select footprint bump - scale the image, position the image, select apply. You should then have 3 decal containers and 3 footprints showing. The decals have been applied as color type for now. - later you can change it to bump type. 2) create new default chor. (delete default ground plane) -drag ground patch model into chor. You should see the 3 footprints 3) select ground patch model in the chor - click red thingy to show more drivers - expand the decal containers - you should have 3 - for now just change percentage to 0 - they should all be invisible 4) decide what frames you want them to appear - go to that frame and turn percentage to 100 for that decal container (set interpolation to hold) 5) when you have timing correct - then in the ground patch model - change the decal type to bump
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Looks to me like one can also just drag the constraints to reorder them so that they appear in the correct order (15e) - This was news to me.
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I noticed that the Fingers Controller didn't have the ability to "spread the fingers" any more - I also didn't quite understand what the Carpal Controller was supposed to be doing (seemed weird behavior) - so I changed the Carpal Controller Null Manipulator option to Rotate only and only allow rotate on Y, but not X,Z. It had been set to Standard, and to allow X,Z and NOT Y. The change seemed to get the "spread fingers" back. Were you intending the Carpal Controller to do something else ?
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I also have a suggestion/request for the Torso Translator Null: I think it would be good to change the manipulator option on the Null to standard (instead of translate only). But then don't allow scale or rotate on x, y, z - that way you get more fluid control on stretching of the torso in any direction. Me guste mucho. __________________________________________ I have also been playing around with trying to get an option for a smooth no stretch/stretch of the legs - but something funny is happening that I can't quite figure out using Robbi. What I tried: In the Leg Constraint relationship - I changed the calf to NOT scale to reach with the kinematic constraint to the calf aimer bone. And then I added a new percentage pose relationship which just has the kinematic constraint to the calf aimer bone but allows scale to reach, z axis only. In that new pose, I also made the enforcement linear (0 at 0 percent, 100 at 100%). I can get the switch from unstretch to stretch ok - but it seems to require a toggle of the percentage pose sometimes, and it seems to operate as an on/off switch rather than continuous and smooth. But I can get a smoothly switching "kinematic scale to reach" using a simpler - 1 bone, 1 null model.
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very very nice Mr. Holmes. Nice instructions as well Amazingly deLITEful. Elegant. The squetchy legs will take some getting use to (when moving the hips) . I haven't really examined the rig in depth, but given it's beautiful simplicity, it seems that it will be easier to modify/customize/hack if one wanted to make an option to "squetch/not squetch" the legs, I suspect. Thanks so much for doing this and Happy new Year!
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when I export a chor as a model (originally contains 2 different models) - my new model keeps the colors of the groups - Ver 15E - so not sure what you mean - looses the colors.
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That screen shows the options for rendering (you must have clicked advanced) - it's the best screen to use, rather than the one with presets. Turn off depth of field and the "blurriness" will probably clear up. Or else change your depth of field parameters.
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That's great storytelling, great camera work - excellent - bravo! I like the ending, very clever, did not see it coming. I also did not see your first version - This version to me was very satisfying - start to finish, held my attention.
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Nice image. If you are curious to see how long the render would take on others PC's, macs then post your project as well as the details of the options you used for rendering. - eg - how many passes, reflection levels, soft reflections, rays per light, type of shadows, etc, etc. It might help you to decide to go to a PC or not - if that's still up for consideration.
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If you apply translate to and orient like constraints from a bone in the hand to a bone (or null) in the rifle (the target) - then you can move the bone (null) in the target and effectively move the pivot. I think? that's what you're asking? but not sure.