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Hash, Inc. - Animation:Master

strato

*A:M User*
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Everything posted by strato

  1. On the left picture in the hirarchy it is easy to follow the line up from LRIBB to see that it is a child of LOWER CHEST. In the Hash hirarchy it is really difficult to tell for example if the LEFT BUTT ROOT is a child of the COG or the PELVIS or something else even, unless You go through and start to close those hirarchies to find the correct one. I don't understand why one would get rid of such a helpful feature since all rigs depend on hirarchies and relationships.
  2. Thanks, see if that makes it clearer.
  3. I mean the vertical lines to follow a hirarchy. Hash had them until the Interface was changed around V9. Trying to decifer a rigg like the squetch rigg is almost impossible since the parent child relationships don't fit on a single screen and one will definitly not able to follow a hirarchy by scrolling. I wanted to add a Thumbnail but don't know how.
  4. It would seem that import/export of an MDD file and its coresponding OBJ file should work, but my experience is that even in all the other programs out there you may still find that the point order gets messed up and even in Lightwave which invented the format has multiple readers of which not all are able to read a Hash MDD file.Stepping on Ice here, knowing that mentioning other Software could invoke the Inquisition, but one export import that works well is the Riptide Pro Plug in to C4d and the standard blender plug in, but I never had success with point oven for XSI. Honestly I am not sure why You would want to import an OBJ and its MDD, it makes a lot more sense the other way with AM being a great animation program than sending the point information to a program of choice for dynamics, painting and rendering.
  5. Oh my Lord, that would be fantastic, and while that is happening, maybe bring back the hirarchy guidelines (or at least make it an UI option).
  6. I had the same problem with the old disks, a solution is to burn an ISO picture of the disc with BurnAware free and store it on Your Hard drive, than use WinCDEmu to mount that image so Hash will recognize it. These are all freeware programs.Since CD drives are becoming obsolete and we are forced into a subscription, that is the only way to use the older programs.
  7. I am wondering where to file a feature request, and or where would one discuss such a request if it would even be useful to the user base, and last not least who would actually have to code it all ?
  8. Yes it is on the same frame.I am attaching a small project. Pasting from left to right works, but not mirrored. The first thing I notice is that the bones aren't labeled "right" or "left". That will make it tough. Try this... clip3306RolfMirror.mov Hi Robert, Thank You for the video, it is exactly what I was trying to do, and it works here too. I retested it in V12 and it is the exact opposite, one would had to select the second bone to paste the mirrored key. Thanks again.
  9. Yes it is on the same frame.I am attaching a small project. Pasting from left to right works, but not mirrored. V_17_Mirror_bone_test.prj
  10. Hi Robcat Doing smart skin in an action designed for the motion planned for the bone will show all the interim movements and allows You to keep a record of all the rotations. Copying the bone rotation from one action to another may actually have been Your suggestion in Your tutorial, but not sure right now. The smart skinning transfer actually works, its the simple bone rotation that does not want to copy over. It does in v12 but not V17 or 18. Thanks for responding at such a late hour. Just to be sure: Do you have the filter for rotation, etc. active? See you *Fuchur* Yes I do. I have a single bone and rotation only filtered. The bones are completely mirrored and named Left Thigh and Right Thigh. I will try a new project in V 17 to test the discrepancy, just thought there may be a known process that may have changed along the way since V12. I just did a mini test in V17 with a mirrored bone and I am not able to mirror a key from a left to a right bone the way I was used to. Something changed. I can mirror a key on the same bone but not from a left arm to the right arm etc. Does it need a special naming convention or are there new rules or methods to achieve the old functionality, or is it broken?
  11. Hi Robcat Doing smart skin in an action designed for the motion planned for the bone will show all the interim movements and allows You to keep a record of all the rotations. Copying the bone rotation from one action to another may actually have been Your suggestion in Your tutorial, but not sure right now. The smart skinning transfer actually works, its the simple bone rotation that does not want to copy over. It does in v12 but not V17 or 18. Thanks for responding at such a late hour. Just to be sure: Do you have the filter for rotation, etc. active? See you *Fuchur* Yes I do. I have a single bone and rotation only filtered. The bones are completely mirrored and named Left Thigh and Right Thigh. I will try a new project in V 17 to test the discrepancy, just thought there may be a known process that may have changed along the way since V12.
  12. Hi Robcat Doing smart skin in an action designed for the motion planned for the bone will show all the interim movements and allows You to keep a record of all the rotations. Copying the bone rotation from one action to another may actually have been Your suggestion in Your tutorial, but not sure right now. The smart skinning transfer actually works, its the simple bone rotation that does not want to copy over. It does in v12 but not V17 or 18. Thanks for responding at such a late hour.
  13. Hi, I am smart skinning the legs. I have one action with the left leg sort of circling around with about 20 keyframes. Than I used to create a new action for the right leg and copy paste mirrored the keys from the left. Eventually I would do that for the smart skin keys. I got that process here from the forum I believe, and it works fine in V12. Now I did a session in V18, but something is not behaving the same. Just to specify. In action A I select my leg, with single bone selection and rotation only and copy a keyframe, than in action B I select the other leg and press paste mirrored, but nothing happens. I tried in the same action and also get a strange result. Selecting the left and copy, than paste mirrored on the right, the left actually copy's the right rotation. I suspect that the process changed like the animation button or the constraint compensate. Just don't know. Thanks
  14. Hi, I am having trouble pasting mirrored bone keys from one action to another in V17/18 on the same model. I wonder if the process changed after V12. Pasting mirrored Smart Skin keys works. Thanks ahead.
  15. I Found the reason, I had the wrong off/on setting while editing the relationship which I presume protects from creating circular constraints. I like this Rig a lot, I tried to keep some elements of the lite rig but that got me into trouble.
  16. Trying to recreate the IK Leg setup of the 2008 Rig, but in the Leg Ik Relationship the Thigh Geom orient constraint to the Thigh Orient bone is not available in the pull down. Trying it in Thom 3, even though the constraint is there, once I delete it, again it becomes unavailable. Any ideas are very much appreciated, I am using V17 32bit. Thanks
  17. Another one of our members was talking about the problem with 3 pointers. Could you make a sample PRJ in v12 that demonstrates problem and post it? That might make a good bug report. What's a CV? Sorry, I meant CP. I will try to recreate the condition and post it as a render or respective project.
  18. I submitted a bug report for that exact issue. Hopefully it will be investigated. I am glad to hear that, I thought I was the only one to recognize the the difference. Thanks
  19. I submitted a bug report for that exact issue. Hopefully it will be investigated.
  20. The V17 picture is with Porcelain at 50%, the V12 is with Porcelain at 100%. I had done earlier tests with averaged normals and porcelain at 50% in V17 with the exact same result, but I can try again to verify. Porcelain in V12 and V13+ are different in that in V13+ 0% really means 0. However at 0% in V12 there is still an averaging effect. Interestingly in V12 You can render 3 point patches and CVs with 3 splines crossing smoothly, which is not possible in V13+.
  21. Not so fast, I do have V12 and V17. I find that V12 renders the old porcelain better than any version from 13 on. V12 makes nice Quicktime previews and with the disk and or a mounted ISO file is very portable. Its also the last dongle version for XP. The things I do like about 17 is the IK switch possibility and the MDD exporter which lets You use any render engine out there which are all faster than the native one. U may want to leave porceilan behind and use average normals and normalweight instead. In v17 u need to switch on and off render as line in the surfaceproperties to see them if i am not wrong.... See u *Fuchur* I did try that, and it is a great find, but it looks exactly the same as porcelain at 50%. However with porcelain You don't need to create any groups, just covers the whole model. Of course if the effect is to be more local than the other way is better. The main difference is that spline crosses create a visible cross on the surface from V13 on, while in V12 and earlier these crosses are still there but just less so. I will try to upload two pictures for comparison. The difference is subtle but clearly visible at the shoulders, just enough to prefer V12 for meV12.bmpV17.bmp
  22. Not so fast, I do have V12 and V17. I find that V12 renders the old porcelain better than any version from 13 on. V12 makes nice Quicktime previews and with the disk and or a mounted ISO file is very portable. Its also the last dongle version for XP. The things I do like about 17 is the IK switch possibility and the MDD exporter which lets You use any render engine out there which are all faster than the native one.
  23. Actually You should buy about five, one for the office, one for home, one for the laptop, one for the undecided cousin and one just to keep Hash in business, until next Year...
  24. I have a similar lap top, not quadro though, but with an integrated intel and a Nvidia graphics card. I would try to go into the Control panel and the Nvidia graphics setting and set the power management for the Hash software to Prefer maximum performance. That solved a delay issue I had, but I use V12 on Windows 7.
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