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Hash, Inc. - Animation:Master

Fishman

*A:M User*
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Posts posted by Fishman

  1. I thought that the number of repeats only appeared if stride length was off. You said you've tried all kinds of combinations, but you never mention if you had stride length turned onor off for them. Your screen capture showed it being on.

     

    Scott

  2. You need to ad the control points to the group that has the surface properties. Select the group name in the PWS, this will highlight all the points in the group. Then hold down the shift key and click on any points you want to add the the group. If you want to take a control point out of a group, hold down the control key and click on the point and the pint will be removed from the group.

     

    Scott

  3. Go to the Tech Talks section of the forum and download the huge file on Simcloth. That will show you the basics. Essentially, Simcloth is for simulating a mesh as if it were cloth.

     

    Scott

  4. Don,

    As always thanks for the leadership. Unfortunately, numerous family committments keep me from being able to attend on the 31st. That and the fact that I have no active projects that I am working on to contribute in any way to the discussion.

     

    Hope it is a great meeting!

    Scott

  5. The problem relates to the ray tracing of the shadows (I think this is a known issue, but not sure why it persists). There are two solutions.

     

    1) Change the light to a klieg and set the shadow type to z-buffered.

     

    2) Keep the light as a sun, but change the number of rays cast to 2.

     

    Scott

  6. I don't get the same results when I use the grid wizard. The planes all are produced in the proper orientation.

     

    Check the orientation of the plane against the axes that are shown in the corner of the screen.

     

    Scott

     

    Ps: Your caps lock key seems to be stuck. Please don't type in all caps, it looks like you are shouting.

  7. Perhaps the camera should start on the other side of the bridge with the turkey and cart coming towards it. The turkey will be obscured, but the haystack will be visible. The would be a humerous reveal as the turkey comes into view. The camera can pull back and swing around to a side view and then follow the cart, revealing the village.

     

    Great walk on the turkey and very realistic cart motion.

     

    Just my $0.02

     

    Scott

  8. Robert,

    If I may propose a suggestion for the tin head sleeping. He might also have his head tiled back slightly and his mouth hanging open a little. When he is woken then his head can jerk forward and his mouth can open and close a little until he gets his bearings.

    I love you attention to detail. The wrist movement will sell that door opening completely.

     

    Scott

  9. The one thing I noticed that bothered me about this set is the intersection between the rock formation intrusions and the workshops brick walls. They are too perfect, showing that thye are really geometry intersecting each other. If the brick walls were bulit up to the rock intrusions, the interface would be very rough with lots of mortar. If these won't be seen clearly they can probably be ignored, but if there are any shots where these are visible, it may not come off as well.

     

    That aside, this is a gorgeous set.

     

    Scott

  10. You are still not deleting it in the right place. Click on the little triangle next to the object name. Under there you will find things such as File Info, Options and User Properties. When you expand User Properties, all your pose sliders will be there. You can edit, organize and delete them there.

     

    Scott

  11. Caroline, that is an excellent little tutorial. You captured the essence of the problem of spline interpolation when trying to keep things in place.

     

    Another potetial source of problems with Shaggy is the Balance and Balance Rigid poses. Go to frame 0 and turn off the Balance and Balance Rigid poses.

     

    Scott

  12. Robcat,

    The model is still under development, there will be both a drive train and a timing chain.

    My wife and I own a tandem and love it. The pedals are not offset by 90°, and most manufacturers do not make them that way. My reference photo was a Trek T1000 and the pedals are synchronized. I have also seen track racing tandems and their pedals are in synch as well. I think one of the reasons they are usually in synch is that gives maximum starting torque as both captain and stoker can be pushing down at the same time when starting out.

     

    Probably more of a response than you really wanted, I imagine.

     

    Thanks for looking in!

     

    Scott

  13. Hi all!

     

    Here is a clip of Shaggy riding a tandem bicycle that I modeled. (it still needs chain rings and a chain, but I couldn't wait). The tandem is rigged such that when you translate it, it automatically spins the wheels and pedals. Learned how to use expressions on this one. A cool feature.

     

    Enjoy,

     

    Scott

    Shaggy_Rides.mov

  14. Simply amazing stuff! I just love the look of this shop.

     

    When you redo the rails, will they be in the floor? They seem to be a tripping hazard and I'd hate to have OSHA shut him down!

     

    Great work!

     

    Scott

  15. One of the reasons the Ed Lynch tutorial uses the Force Keyframe method is that you will then have a keyframe for all the bones at each pose (including frame 0). This will reduce the likelihood that something is moving when you don't think it should be.

     

    Another thing to check is the timeline and to look at the shape of the curves. Sometimes spline interpolation between key frames can cause overshoot, giving the impression of other keyframes when it is really just the path of the keyframes. (This is what Caroline was referring to) Sometimes you have to go in later and tidy things up by changing some interpolations to linear or hold or zero slope. You might post a screen shot of your timeline that will help us diagnose the problem.

     

    Scott

     

    PS: You having difficulty with an aspect of the software is not necessarily a problem with the software. If you can create a repeatable erroneous result, then you should file a report on A:M reports.

  16. Everything has two types of keyframes, rotational and translational. Most bones only do one or the other, but some can do both. If you are making key frames by nudging bones, you may be making translational or rotational keyframes but not both. So what may be happening is that the other type of keyframe is referencing back to frame 0.

     

    Best thing to do is open up the time line and look at the bones individually and see where the keyframes get set.

     

    THe best way to deal with some of this may be to set key frames for all the bones at each frame by using the force keyframe button.

     

    Ed Lynch has an excellent tutorial on this here: http://www.hash.com/users/ed/tutorials/animtut.htm

    It is for an older version of A:M, but the basic principles still apply.

     

    Hope that's helpful!

    Scott

  17. Silly question, but are the first two different characters? If so I would make them different colors to help distinguish them.

    On the first character, the black box on his chest seems out of place. If it is a story element, then keep it.

    THe boy is a nice looking character, although the nose area looks like it could use a little tweaking.

     

    Overall they are excellent models!

     

    Scott

  18. I think what your looking for is in the PWS under the model in question. Click on the name of the model and in the properties section there should be a selection for User Properties. Your pose sliders are under there and can be deleted.

     

    Scott

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