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Hash, Inc. - Animation:Master

pleavens

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Posts posted by pleavens

  1. Aah, this is going to seem like a lot of work but it will save you a ton of grief in the end.

     

    1. Position the default bone at <start x=0, y=0, z=0> and <end x=0, y=0, z=1>

    2. Attach the body core to a bone.

    3. Translate the entire model using the "body" bone in bones mode to center it in "x" and place the "feet" at 0 "y"

    4. Delete the entire "drivers" folder that has unused settings for the materials applied.

    5. Delete all the existing smart skins that use "muscle mode" to rotate the gears. Due to the linear interpolation method of cps that are not controlled by a bone this method of doing the "gears" animation will not work.

    6. Add bones for each gear.

    7. Set up the rotational relationships using the gear bones. you can do this using smartskin to drive it directly in your existing FK setup.

     

    I'll post your model in a bit with this type of system applied to the right side of the jaw for you to work from. And most of the other stuff taken care of as well.

     

    Phil

    I_Robot_mod.zip

  2. You have to be specific in the keys you are setting. So far you have told the LAYER to repeat any action applied to it. As the layer can only be translated, scaled, and rotated, you will get the result you have.

     

    The item you wish to have repeat is the "Image Frame" property of the layer.

     

    image_frame.gif

  3. What you are seeing is a result of your realtime subdivision setting being too low to define the patch correctly.

     

    If your system can handle it you can raise the level (hit page up to increase, page down to decrease) and the realtime view will look more like the final render.

     

    This is NOT REQUIRED in any way, but it will give you a better "look" at what you are working on.

     

    Phil

  4. but how do you set it so that it starts at (say) 33%, goes around to 100%, back to 0% and then up to 33% again? (i.e. starts and ends at the same point on the path, but not at the start/end of the spline.)

     

    Dunno...

    Here's a sample project that I think will answer your question.

     

    Path Ease project

     

    Phil

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