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Atomike

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Posts posted by Atomike

  1. Here's my workflow. I've got a mouth that I animate in it's own choreography. I bring in my audio track to my mouth Chor, animate my mouth and render it out as a Quicktime movie. Then, I bring that movie into my character model, and add it as a decal. THEN, I bring my decaled character into my main choreography. Here's the deal - my audio doesn't follow through all these steps. Since the model doesn't have a timeline, I lose my audio sync when I bring my decal movie in my model. I don't suppose there is a way to keep it with my decal-mouth the whole way? Probably not, but I thought I'd ask. Also, can anyone see any better/faster workflows for me (rather than the 2 Choreography, adding a decal by hand) method I'm using now? It works, but seems like it takes more steps than it should.

    Thanks.

  2. The default pose slider range is 0 to 100%, however I find myself almost always having to change them to -100 to 100% when created. Since this is usual slider type for me, is there any way to tell AM to make -100 the default lower value rather than zero? It would save me up to 14 seconds a week in work.

  3. Rather than moving around CP's on my character, I'm mapping a movie onto the face for the mouth (a black on white animation from a different choreography). IN my avatar, you can see the smile is just a black decal. So now I've decalled the movie onto my guy, and it works well (using an color map), but here's my question.

    I want to use a transparancy map rather than a color map to give some depth to the mouth. So I need the inside of my character to be black so the mouth looks right. I can think of two ways to do this but I don't know how to do either.

    1. Duplicate my guy's geometry, shrink it slightly, make it black, and somehow have my transparency map go through BOTH layers - the original geometry and the smaller black geometry.

    2. Somehow color only the inside of my geometry black. This may not be possible? As I understand it, a patch can only be one color on both sides. Let me know if I'm wrong.

    Ok, that's a long, complex mess of a post. Let me know if you have any ideas!

  4. Ok, I loved the look of the "Capsules" project - particularly the modelling of the character mouth. I've never been successful at making smooth mouth-holes. So, I'm trying - and use 5 point patches around the mouth corners. They look ok, but not great so I apply porcelain. Then they look much worse - so I select the patch and hit "F" which makes them look better, but not right - like this:

     

    fivepoint.jpg

     

    So, what am I doing wrong here?

    It seems my patches arent' "curvy" like the rest of my capsule - much flatter for some reason. Ideas?

     

    Thanks.

  5. I swear by OS X. It is the best OS on the market.... bar none.

     

    AM runs pretty well on a Mac, but the render time is slow.

     

    What an interesting pair of sentences right next to one another.

     

    If you're running AM, OX X is NOT the best OS on the market. If you're mixing music only it might be. If you want to save money, you couldn't find a worse OS on the planet. You see, it's what you want to do, and what your needs are. If you want to animate, you can do far better than OS X.

  6. Regarding your question of XP vs. NT Pro - use XP. NT Pro is old technology. XP is based on, and an improvement of NT Pro technology. If you're having problems with windows XP crashing on you, I would suggest the problem lies in something other than your OS. XP runs flawlessly for most. If you want stability, your options are:

    XP

    Mac OS 10.x (and you'll pay pay pay to do this)

    Linux, etc (and you'll spend time time time learning this)

  7. This is also cool because you can taper not only the transparency & thickness, but color as well - so you can have dark hair roots or grass that becomes yellowish at the top. It's far more realistic looking. Hash rocks.

  8. Is this possible- I want to take a model (a cube for example), and have AM put a different model (say a sphere) in every CP location on that cube. In the end you would have several small spheres that make-up a large cube. It would be like the way you can replace hair with feathers or leaves I guess - but rather than replacing each hair with an image, it would replace it with some geometry.

    Possible? If so, I could model my uranium atom very quickly (rather than having to place each proton & neutron by hand).

    Thanks.

  9. Got it. I just made another action (with some eye motion), moved it down the timeline a bit, and set both actions to "blend". He stops jumping, goes back to his normal pose and looks around. Sweet. Thanks Ken.

     

     

    Now that I've got that, perhaps someone could let me know where I could find a tutorial on combining actions in the choreography? How to use actions together, etc.

     

    Thanks.

  10. Ok, I've tried to do a search on this topic, but I think I better just ask...

    I've got a looping action and when it gets done, my guy suddenly snaps to the non-action pose. I'm able to go in and adjust my curves to even this out a bit, but I'm wondering if there's an automatic way to do the same thing - so my question is:

    Is there a quick easy automatic way for A:M to transition from an action to the default non-posed pose of a character without adjusting keyframes? It seems that A:M can transition from one action to another for you, but what about from an action to no action?

    Thanks

  11. If you're tired and frustrated with making a mouth, here's a suggestion. Make the model without a mouth, but add the mouth later as a movie decal. You have a separate choreography with just a white background and a black mouth - you render the mouth as a movie, and decal it onto your dude. No holes, no hassles. The little dude in my avatar (he's an animated uranium pellet) is done this way. Just map your movie onto your character and set the type to "diffuse" so only the black mouth part shows up.

  12. Yes - I guess what I'm asking is - how do you make "ON" the default in the sliders window rather than "not set" which seems to be the default. I can imagine having lots of these on/off constraints in a model, and don't want to have to click them all on all the time. Thanks.

  13. In a previous thread, I received some helpful information, but I need some clarification from you guys.

     

    ...have the pose turned on by default in the model's properties.

     

    I can't seem to find how to turn a pose on by default in my model. Where would I find such a thing?

     

    Thank you

  14. I've got some pose sliders. I can move them into a folder, however I can't seem to simply change the order of the sliders (move one above another) either inside a folder or outside. How can I simply change the order of my pose sliders? Dragging the little arrow thingy in the corner does no good. If I drag the arrow to the far left, it moves the slider to the bottom of the pack, but that's as good as I can do. Is there an easy way to simply move a slider up or down amongst the others?

  15. Yes, that worked well for my on/off poses. However, on my percentage (pose-slider) poses, there's no way to turn them on. I see my pose sliders, but they don't do anything. In the David Rogers book, he uses an action (which works for me) however I was hoping for a way to have my slider info stick within the character - and not have to drag an action on him into every Chor I put him in. Must I use an action or can I embed my pose slider constraints within the character somehow? Hopefully the question makes sense.

  16. Ok, (I'm very new to constraints & poses) so I have my dude's eyeballs - their bones "aimed at" a null. When I move the null around, he looks at it. Cool. When I drag him into the Choreography, I move the null around and --- nothing. D'oh! I'm in skeletal mode.

    What am I missing here?

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