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mouseman

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mouseman last won the day on January 7 2018

mouseman had the most liked content!

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About mouseman

  • Rank
    pixelstix

Profile Information

  • Name
    Chris Dailey
  • Location
    Alberta, CA

Previous Fields

  • A:M version
    v18
  • Hardware Platform
    Windows
  • System Description
    Win 8 64 bit Home 16GB RAM AMD A10-7850K Radeon R7 (4CPU+8GPU) 3.7GHz
  • Self Assessment: Animation Skill
    Advanced
  • Self Assessment: Modeling Skill
    Familiar
  • Self Assessment: Rigging Skill
    Familiar

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  1. Hi, Chris, an impressive effort! Interesting character design, and a nice creepy/eerie feel to it, and an interesting twist with the definite "Twilight Zone" feel. My first suggestion would be to put a little more furniture in the first room. I think that would give it a little more homey and lived-in feel. The second suggestion is to try not to get the feet sliding on the walks. No one else mentioned it, so maybe it's just me, but that kind of pulls me out of the world. Getting it right is really hard unless you have inverse kinematics on your feet. Even then, it's still hard.
  2. Wow, I think you've produced more seconds of animation than I have in total! It's looking great so far! I'm impressed that you have all the elements to make a whole concept. For the first video (dietly confused), I think the guy at the table lip syncing to "confused, confused, I'm dietly confused" would work well, as would lip syncing when the list of diets is read off. The caveman could have sung his part, too; maybe slightly more of a close-up for him. There are a couple of scenes where the nutritionists' faces and bodies are stiff that could use a little loosening up. For the
  3. The results look quite good! For a previous effort, see here. Rodger: You make numerous references to the "steering bone". There are bones named "aim steering" and "steering wheel". Do you mean the "aim steering" bone?
  4. Wikified, and linked from the Plugins page.
  5. Code-wise, having more than one option show up should be quite easy - a single property that takes 10 seconds to change. Did you report a bug?
  6. Wow, what a set of fixes! Thanks especially for 6571: Net Render slaves cannot load camera from Technocrane! I'm sure Jason Hampton will appreciate it, as well.
  7. The license system will work indefinitely for older versions, right? So XP users could still use 18.x but no later.
  8. I see where you're coming from with exporting a bunch of the same object as a single model (i.e. a single mesh). However, as a programmer, having multiple copies of the mesh seems kind of wrong. There are heuristics/guidelines that say "Don't repeat yourself" and "once and only once". We were thinking that the pose action approach would allow us to easily turn on the set for rendering the background and then turn on the characters for foreground. But we'd need to come up with a new way of doing that once we come up with a new idea for composing the sets. The characters will need to int
  9. Steve and I have been using poses in models to compose larger models -- even whole sets -- from smaller models. This is very useful to avoid creating multiple copies of mesh, as well as allowing an easy way of turning on and off various parts of the model. Here are the requirements that we had when the pose idea came up: Avoid having multiple copies of the same mesh. If there are 18 chairs in the set, there should not be 18 copies of the mesh in some model. Ideally, they need to be configurable for different situations. For example, we don't want a separate set for the coffee shop bef
  10. I just wanted to let everyone know that there are currently two major problems with this technique. 1. NetRender does not pick up all of the contained action objects. Things will render as expected in the main application, but not in NetRender. This is ticket 6617. 2. Multiple levels of poses don't work. By this, I mean if you have a car model with only the body, and create a pose that adds 4 wheels, then you include that model in a set that is a race track, the wheels will appear in the wrong position. This is ticket 6620. These are show-stopper bugs. Until these issues are fixe
  11. This is now ticket #6617. I created a simple project and attached it to that ticket. Here is the sample project rendered from within A:M and from within NR. The ears are attached as action objects within a pose; they are inactive in the pose=OFF setting, and active in the pose=ON setting, as I was doing in the tutorial video I'd posted previously here. In A:M: In NetRender:
  12. Hey, jakerupert, The rig was made in v18. I'm not sure how much the file format has changed since v15, but I think the rig is just straight bones and constraints and maybe a few expressions which I suspect haven't changed since then. It wouldn't hurt to load in the rig (or a sample rigged character) and see what you get.
  13. It's been a while since I've visited this thread, as I've been working with Steve on the Cupid project. However, we were looking for things to put in the scene, and Steve suggested the school bus. So I put a bit of work into it with the grille and the headlights as well as fixing some structural things you can't see here. I also wanted to make the seats use a model embedded multiple times via poses, but there were issues when I tried to make constraints (they always added to the first or last action object in the pose). Work remaining: I want to add the special mirrors on the front, whi
  14. But is there a way to accumulate small changes based on the distance? Or just have it automatically accumulate based on a velocity that you can set based on the distance away? I'm sure that the existing Flocking feature does this internally, but there's not enough control over the particulars to get the kind of effect Rodney is looking for.
  15. To expand a bit on Gerald's answer, part of the reason is that if you position and rotate everything in the OFF position, you have only one key frame for both OFF, and the hold after is inherited in the ON pose. It's in the same position regardless of whether the pose is ON or off, and if you add a bone or something else later on, it will be where the object is by default, not at 0,0,0. But if you positioned it in the ON position, then you'd have a keyframe of 0,0,0 in the OFF position created by default, and whatever you set it to in the ON position. If you forgot to hide the
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