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xor

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Posts posted by xor

  1. This may sound like a stupid question, but before you did your 'Save As', did you do a regular 'Save' to save any changes to your original model?

     

    Al

     

     

    First off, while I read your post, I looked at your avatar first and then as I read, I could hear Daffy speaking the words in my mind. Wild.

     

    Anyway. Yes, I did a regular save first. In fact I'd been playing with that model for days in various Choreographies.

     

    The whole thing is slightly dethpicable. I'm back on track now.

  2. Okay, I think I've got it fixed now. I tried to do the search and replace within notepad, but there was too much corruption to fix.

     

    So I still had a good working model. So I started a new project and did "Save As" to the new name and that worked just fine.

     

    The lesson I learned here today is not to be changing the name of models that are part of working choreographies. Fortunately the choreographies that I had in use have already been rendered and should not be needed any longer, so if the corruption messed with these I should be okay.

     

    Thanks all for your help.

  3. Your (bad) model probably references droid2 & has something that looks like (for your constraints):

     

    I believe this glitch happens if you have a chor (or actions) open with 2 instances of the same model and then do a save as (on the model) to a new name or maybe even a save. A:M sometimes gets confused and writes the wrong pointer in the model data (references the instance in the chor).

     

     

    This sounds pretty likely, as I did have choreographies with the first model. Dang, I should've started a new project and did all that in there. Oh well, lesson learned and this will get fixed soon. Everyone on here is awesome.

     

    I will let you know if your tips do the trick.

  4. How did you save the duplicate model? Did you right click the original model and "Save As"?

     

    Yes. In fact what's weird is that when I "save as", that model is now good. It's the original model that was good is now corrupt.

  5. Saving a model will not cause it to lose its constraints. Some detail is missing.

     

    Turn the TSM constraints on in the "User Properties" of the model before you save it. Then they will be on by default when you load the model.

     

     

    Did that. Checked to make sure it was on, when I loaded. And maybe I should clarify (or change what I mean). The constraints (or most of them anyway, seem okay, but the control points being associated to the bones appear okay in Bone Mode, but don't move with the bones in the choreography.

  6. The constrants might still be set to the old name (i.e. the target for the constraints might be the old name)? I've run into similar problems working with duplicate models at the same time, AM can get confused

     

     

    Any idea on how to fix this? Where is it referencing the old name, that I may repair this?

  7. Okay, I have a model (Droid1) and it's boned and fully rigged using TSM2. Works like a charm.

     

    I wanted a copy of this model to tweak it a little and so I saved it as Droid2. (then reloaded Droid1)

     

    Droid2 works as it should, but when I use Droid1 in the choreography, the bones are all there and they move, however they fail to move the control points associated with them. I went into the Model Mode and verified that the control points were still associated with their respective bones, and they were. I checked to make sure the TSM constraints were checked to ON in the choreography, and they were.

     

    Now I went into windows explorer and copied Droid2.mdl to Droid3.mdl and imported Droid3. Same problem.

     

    What am I missing? It appears as though the original is okay, but any copies of it misbehave. I'm at a loss.

     

    (A:M verson 13.0l)

     

    Lance

  8. Hey Bill, great work on your marshamallow.

     

    To quote The Princess Bride:

     

    Inigo Montoya: "I admit you are a much better modeler than me."

     

    Dread Pirate Roberts: "Than why are you smiling?"

     

    Montoya: "Because I am modeling in AM with my left hand, and I am not left handed."

     

    Roberts: "Well I too am not left handed."

     

    :P:D:lol:

     

     

    Just had to add that. Anyway, I finished my Marshamallow animation a few months back.

    http://amfilms.hash.com/search/Entry.php?entry=850

     

    Here's a larger file if you wish to see.

    http://gutterbrothersllc.com/video/

     

    Anyway, I like your marshmallow better. I look forward to your finished project. :)

  9. Here is the latest version if you don't know it.. I havnt linked to it from the main site yet.

     

    http://www.colins-loft.net/new_coop_tutorial/tutorials.html

     

    lots of new info and versin 11 compatible.

     

    Hope it helps. I may deal with when its appropriate to use dead end splines, I can remember. If you have any questions feel free to email.

     

    C

    Thanks Colin. Your tutorial is most helpful and just what I'm needing. I'll post mine when it's done (if i do it right) ;)

  10. Ahh the picture helps, and indeed the problem is a splinemanship issue. You are using dangling splines to close spots that should be 5 point patches. Near the nose of the character run the spline from the forehead down to the one thats coming up the edge of the nose. Here is a suggestion. When linking splines together look at any given CP and ask your self, "Are there only 2 splines crossing here?" If you answer, "no" then 9 times out of 10 that is a bad modeling choice, and should be reworked. There are 3 such problems on each side of your current face that I can spot just from the image.

    Okay, that does it. I'm burning my book. Bad advice like that just steers me in the wrong direction. You guys are awesome.

     

    Someone suggested a while back that I check out Colin Freemans tutorial where he modelled his son. I thought they said Shaun Freeman, and all I could find on his site was The Cuckoo (http://www.shaunfreeman.com/samples.htm) and I didn't think that was right. :D

     

    Anyway, Colins tutorial looks like exactly what the doctor ordered. I'll retry and post the difference between the two.

  11. I'm modeling a face and of course, there are creases there that should not. She's only 4, not 84. :D

     

    I've used the tutorial from Jeff Paries' 2nd Edition AM Handbook, but the crease by the eyes are still quite a problem.

     

    I'm looking for solutions on removing these, if anyone cares to share. Or even a link to a useful tutorial.

     

    Mainly two splines intersect with a third connecting to that same CP with it hanging beyond.

     

    I can post a picture if that'll help.

     

    :(

  12. Dude this is looking awesome. I hope you're having as much fun working on this as the results are looking.

     

    I know sometimes things don't seem to work as easy as they should be, but when the end results are good, the heavens open up, a bright light shines down and we hear the chorus "Aaaaaaaaaaaaa . . . " :lol:

     

    Can't wait for more.

  13. I'm on the bandwagon as for as the animation suggestions go. I really love the character design! That monkey is soo loveable! Splendid job with that! I have two little kids also.

    Thanks. I'm a little partial to the monkey as well, as you can see by my avatar.

     

    What I'd like to create is cartoony (non realistic -- too much work) characters of my girls. If anyone has any suggestions of tutorials, examples, etc. I would love that. I haven't started on them yet aside from ideas in my head. B)

  14. haha that was hilarious! Your daughter is very cute and I love the monkey!

    Thanks. I know the monkey definitely needs some polishing, but it did the job. The next one will be better (of course). That should answer your question Rodney.

     

    I'm not sure what the sequel will be, but I'm working on getting all my video of my girls from this year together for another DVD for the grandmothers. Went and bought a 250GB HD to fit it all on.

     

    I'll keep you all posted of the next project. Definitely get your feedback to make it real gooooooooood!! B)

  15. Thanks robcat2075. I'll work on that camera line again. And yes, creating everything was time consuming, but a worthwhile effort.

     

    I could've used props that others have made, but I was trying to work on my modelling skills as well and figured I won't learn if I leach. :D

     

    Thanks Aminator for the timing advice. If that marshmallow wasn't so fat, I could've moved him faster, but he just wouldn't cooperate. He's now in a workout program. :lol:

  16. Lookin' good.

     

    I'm thinking if you gave him the body of a Clydesdale, then he'd be the ultimate Budweiser employee. -- He could work one shift as brewmaster, then another shift hooked up to the beer cart. Quite versatile. :D

  17. fun little animation. Just a couple of comments, the sequencing of your camera moves can be confusing. When Macaroni runs behind the pieces of bread and then it cuts to another view of him with the cheeseballs(?) with the camera moving in the opposite position it doesn't flow. The other thing that would improve it is using close ups and medium shots rather than just long shots.

    Congratulations, finishing an animation is an achievement :D

    Thanks.

     

    I'll definitely have to work on those camera angles. I was aware of that looking kinda screwy. Not to be repeated though. ;)

     

    And finishing it was the achievement. I started the project way back (so far I can't remember). Just to finish something is good. Usually I've got dozens of unfinished projects. :blink:

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