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Hash, Inc. - Animation:Master

zandoriastudios

Hash Fellow
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Everything posted by zandoriastudios

  1. Here is how you set the action or video to repeat
  2. Here is a screencapture showing how to loop an action or video. I set a keyframe for the start frame and for the end frame and set the post extrapolation to Repeat.
  3. There is no reason to join them. It isn't cheating either
  4. you could add some rotation to all 3 rotation channels of the ball before the dynamic constraint occurs, then some of that spin will be transferred on impact, rather than just pushing through. It is looking really good!
  5. Go to the time in the choreography where you want them to stop sliding and set the ENFORCEMENT of the rigid body contraint to 0% Then resimulate. Try using a beveled cube for the box, that might help those boxes that still want to penetrate the floor. Adjust the MASS property of the different objects to get different interaction. For example, the bowling ball might be really dense and the boxes empty...
  6. Make sure that your boxes and ball have the normals pointing outwards. Then make sure that your objects aren't starting already penetrating the floor. It appears that rigid bodies are working but the objects are not colliding with the floor, which makes me think that they are intersecting it at the first frame of the simulation.
  7. Wow! I love that everyone is getting into mocap with their A:M models! This is what I hoped would happen! It is just really cool that you can do that in A:M--all those .bvh files all over the internet are great examples of reusable motion
  8. Bring in multiple shortcuts to the box, stack them up in the choreography. Then at the frame where your character is just colliding with the first one, apply the rigid body constraint to each box. Simulate rigid bodies. Check out the Cosmic Bowling tutorial.
  9. I was walking outside to my car this morning and I was looking at the branches of the trees in the neighborhood. I had skipped my normal method of sketching and studying my subject before I began modeling, so I made a big mistake! I had modeled my branches as essentially forking arcs , with the buds to emit leaves at the last tips. However, this morning I noted that ALL branches seem to follow an "S" curve. They do arc as they extend away from the trunk, but as they reach for the sunlight, they sweep back up. The last twigs that sprout leaves are all pointing skyward, not downward (which is what they are doing in my model, since they are continuing the arc...) So when you get ready to model your tree, go outside and look at some first! There are no leaves right now, so it is a good opportunity to study them trees nekkid! Below is a sketch showing my error and the proper branch morphology.
  10. REMINDER! It is this Saturday! Sacman, call me about carpool! 423-899-five four zero eight
  11. man--that would have saved me a little time Rodger!
  12. I worked on it all day yesterday. The basic parts were a Y-fork, a T-fork, and a branch made of those. then copied and pasted into the main model. the longest part was waiting for the find patches.align normals when i pasted a branch in. There is a color and bump map for the bark. The leaves are particle hair (image to follow), Great idea--post them here
  13. This is a model of a tree I started yesterday, in response to a little challenge amongst the Fellows... It is 31,274 patches! all one mesh . At the tip of each twig is an emitter that I will be adding a leaf material to.
  14. Cool--I'll PM you my number, in case you can't find it. We can go in my Jeep if you like
  15. I think that the autobalance feature of the rig is most useful if you are animating directly in the choreography. That is the only time I leave it on. Anzovin is the creator of this feature of the rig--the 2001 rig is a blend of Eggington's and Raf's rigs+ Hash. It is a nice rig, I like it !
  16. The IBM building is north of Atlanta, a little. I forget the exit number, but I will find the directions from Colin and post them, soon as I hear that date is good...
  17. I think it was something like 57 minutes for an a-buffer render. For multipass it would be more...
  18. Jim, Here is a tip on keyframing the hair thickness: Keyframe the thickness to 0 at 0% of length and then to the full thickness you desire at about 10%. Key it again at that thickness at 50% and then back to 0 at 100% (You would have to alter the percentages,based on how long the overall length of the hair is, but you get the idea...) I find that this helps get a natural looking "hairline" at the leading edge of the hair, that wont look like hair-plugs, that combines well with the painted hairline too. For me this gives a better and faster rendering result than keyframing the hair transparency along the length, which is what I tried first. The model looks very nice!!!
  19. I'm up for another meeting--it is usually lots of fun, everybody showing-off their secret techniques! February 12th is good for me. Wade, let me know if you want to carpool down to Atlanta
  20. Since these models are all on the Hash CD--and the Cave Troll as well, maybe we could do some animations from LOTR, featuring a fellowship comprised of A:M mascots!
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