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About raillard

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  1. Thanks, Steven! This looks really useful! Sincerely, Carl Raillard
  2. Hello folks. I'd like to share a model file that I made. The purpose of this model is to create an on-screen motion arc, so that you can refine the swing of your character's limbs. It's an animation aid, in other words. Here's how to use it: On frame 0 drag and drop the Z-arc model as an action object into your Action file. If you're working in Choreography, just drop it into the Cho. Apply a Translate To constraint to the little bone floating above the floor (name of bone = Zarc the lad). Dab the eyedropper onto the bone of the body part of your character whose movement you'd like to refine. As you advance through your animation, Zarc will follow the limb. The lad will leave a 2 second long "contrail" spline. Hope this is as useful to you as it is to me! Sincerely, Carl Raillard Oh, here is a mov file to show how it looks like. I constrained Zarc to my character's left hand, but I really wanted to follow the swing of the sword. Hence, after I applied the Translate To constraint, I just translated the lad to the tip of the sword (adding offsets to the constraint). This is useful methodology; just move the little guy to where ever you want the arc to originate. After you are done refining the movement, delete Zarc. Sincerely, Carl Raillard Z_arc.mdl zarc.mov
  3. Hello, again. Action Objects can be animated in Choreographies. I'm not sure if this D-Box solution is feasible, though. Without the ability to apply constraints onto a D-Box bone, the user would not be able to keep the box facing the camera at all times. Another possible drawback: When the camera pans, would the character distort as the D-box grid follows the camera? Here's another way of doing this. Approach this as a Post Production step. First render the animation of the character alone onto a targa sequence. Apply the image sequence as an animatable decal onto a flat mesh grid (25 x25). Position the grid panel in front of the camera, obsuring the real character. Hide the real charcter model (turn it's Active parameter to OFF). Apply constraints to keep the grid model in place, facing the camera. In this way you can use the grid's image of the character as a substitute for the real one. Then use good old Muscle Mode to deform the grid. What is that sound of barfing? Is that an indication that my idea is wretchedly complicated? Carl Raillard
  4. Hello, Robert. As you probably know, there are two types of Distortion boxes in A:M: Modelling distortion boxes and Animatable distortion boxes. The modelling D-boxes work great. They're not useful to achieve this idea of yours, though. Theoretically, it ought to be possible to do something like this, in A:M, using Animatable D-boxes. You can specify the grid density of an Animatable D-box, and target the Root bone of the model so that only your model is affected. You can also create bones and assign Control Points of the D-box mesh to the bones. Afterwards these bones can be told to face the camera via constraints. You could even make an On/Off pose for the D-box, to store these constraints. In theory. As Mike pointed out, animatable D-boxes have problems that thwart their utility. If others users wish to file reports about animatable D-boxes, that might help push this feature into the mainstream of A:M's toolset? Hopefully, Carl Raillard
  5. Hello. I took a look at your models in my copy of A:M v13.0e. I had no problem examining your models. Two things caught my eye, zo. Firstly: Both models have an item called "Drivers" embedded in them. This is listed just below the Splines folder, inside the Model, in the Project Workspace. I would advise you to delete these Drivers things. That might help. I don't know what they are, but I don't think they are healthy inside a Model. (Drivers are supposed to be inside Actions -- they are the splines that define movement.) Secondly, there is something a bit odd about the mesh of the soles of your character's feet. They are grouped together (in the Groups folder) and the surface color is dark blue. That's fine. What's odd is that their surface transparency has been set to 100% so they don't render. Is that intentional? If it is not intentional, then you should crack open the group's disclosure triangle, crack open the Surface disclosure triangle, right-click on the Transparency setting and choose "Not Set." This might cure your problems. I'm thinking perhaps your graphics card is having difficulty rendering these transparent groups in realtime. If you want your character to be running around on invisible soles, then your next step should be to update the video drivers for your graphics card. Animation Master runs much more smoothly on machines that have up-to-date video drivers. Respectfully, Carl Raillard PS: The reason the Standard Manipulator does not appear on the Head bone is because, inside the model file, the Head bone has its Limit Manipulators set to ON. This bone is specified to rotate only.
  6. Hello again. Thank you, Marcel. Zevel works like a charm, now! I just tried out my copy of PuZh plugin, too. I am happy to report no problems. It's just what I needed. http://www.kci-group.com/z/puzh.htm It's swell! Ha ha! Sincerely, Carl Raillard
  7. Hello. Is the Zevel plugin, which adds a bevel to splines, supposed to work in Animation:Master version 13? I downloaded the plugin here: http://www.kci-group.com/z/zevel.htm I installed it into my htx directory, and then I tried selecting a single CP along a donut, like the example shows, but it always crashes the program. I just ordered the Puzh plugin. I hope that one works! Sincerely, Carl Raillard
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