
jamagica
*A:M User*-
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Everything posted by jamagica
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I'm sorry..I'll just pack it all in a zippie The_tuturial_of_cloth.zip
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And here's the demo vid captestnewrig.mov
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Ok..it's in word document file..I'm in the progress of converting to PDF, but this is what i have for now.. I'll be posting what you need: * the unrigged cape *the rigged cape *the tute * the Performance vid clothsimulationtute.doc
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To start off, you don't have to do all four legs..just make one half of the dog then copy/flip/attach. To reduce creases in 5 point patches there are two main possibilites to choose A. fool around with bias handles (magnitude and alpha, don't do gamma unless this is not for animation) B. use the porcelain material to help you work out your problem... Peace out
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I'll be creating a tuturial..I actually started...I'll be continuing today when I find the time
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Here, check out this short cloth tuturial using the wizard so you can see the difference between mine and the wizard's method: http://dinocarl.com/epistemology/story.php?id=2
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it's the lighting difference..if you set up the same lighting as in the action window it'll look the same
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I'll be creating a tuturial in awhile so standby..it'll come w/ a project file and the cape
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you can have collision detection with dynamic constraints..check out the Tech talk session with the vid on dynamics..that'll prove my point...once again, this is just an alternate for people who don't have cloth in their version..I agree that in the end cloth is more efficient
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That can be adjusted with gravity properties and stiffness properties...Jage, I like cloth a lot, too..I just wanted to try something new and it worked. This is for people who don't have a version of A:M with cloth (I do, though)
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Ok...here's what I did..(see normal rig pose pic below)...I first lined all the pivots of the horizontal bones to the closest vertical bone pivot..then I created a translate constraint on the pivot of the vertical bones so that the horzontal would follow the vertical, but also have an effect on the mesh. I then created dynamic constraints on the end of each row/column and added fall-off on the horizontal bones, so basically the cape has unlimited movement The animation below looks weird because you can't see what direction the cape's going (my mistake) but you'll get the picture: captestnewrig.mov
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FINALLY GOT A PERFECT RIG! Screenshot: (animation coming in a few minutes) clothcool.bmp
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Alright..this is REALLY bad..I tried adding to the rig and it didn't work out...I'm gonna have to retry capetest2.mov
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Moving every group of CP's? let's stick with this..right now I'm working on an "X-rig" which is a more dynamic "dynamic rig"..lol...it has some probs, but i'm fixing it...maybe I'll post a tute!
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Hey guys..in the A:M mailing forum i posted up a thread entitled: dynamics..beat cloth? and this is the demo animation I'm putting up...see the rig details below...I'm planning on creating my own "Dynamic Rig" to override cloth... capingdemo.mov
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Haha, yeah..hey that's not a bad idea..first it's a chair, then it can be a torture device
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what do you mean by that? Please be more specific
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It's actually one I created...it's supposed to be a material that hasn't been made It's called Irosilbrosteel a combination of iron, silver, bronze, and steel
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Wow! amazing what you can do with a CLOTH simulation..make it into a block simulation.haha
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Looks pretty good so far...looks a bit too puffy though