sprockets brown shoe Purple Dinosaurs Yellow Duck tangerines Duplicator Wizard Gound Hog Lair metalic mobius shape
sprockets
Recent Posts | Unread Content
Jump to content
Hash, Inc. - Animation:Master

Dhar

*A:M User*
  • Posts

    3,861
  • Joined

  • Last visited

Everything posted by Dhar

  1. That was great! You have a distinct style and the general atmosphere is quite pleasant. I love it. More, more
  2. You cannot move "limbs" in the modeling window. Open an Action and there you'll see the bones work as expected.
  3. WOW! That really looks awesome. A new slogan for A:M "Is it real? Or is it A:M?"
  4. Check your camera settings.
  5. Do not delete the foot targets. Just move them where the feet are.
  6. That's a great looking set. I agree with what Mack said. I don't know what the third picture is?
  7. Choose your box, right click and choose "Flip Normals". That should do it
  8. By slightly moving each bone
  9. Thank you Steven for the instant updates/upgrades. I am looking forward to giving your "final" version a try P.S. any relation to the author Thomas Cleary?
  10. A picture is worth a thousand words. Render what you have and post it here.
  11. Just to add to Rodney's thorough response, in simple terms; if you were a painter and sold your painting, you wouldn't have to pay the brush manufacturer, or the paint manufacturer or the canvas maker any royalties, do you? Animation:Master is a tool. But it is a tool that is constantly improving which is why an anual subscription to the upgrades and improvements are encouraged (never mandated) to continue the use of the software.
  12. That is a Null - it is a target that the leg bones are constrained to so that, instead of moving each bone individually to simulate a walk, you simply move the Null where you want and the leg, thigh, foot bones will follow it to be at the right place. You do not "assign" CP's to a Null (normally). I am sorry the video didn't work for you. The same exercise can be found in the manual that came with your A:M CD I don't know how much experience you have with A:M, but rigging a character properly takes experience. That is why A:M made it easy with a rig that can be applied to a model (usually a human/oid), so that you don't have to go through the time consuming process of building a rig.
  13. Just follow these tutorials. Especially the one titled "Show Some Back Bone"
  14. Haaaaay! I didn't know you spoke Arabic
  15. Paul, adding "Attached" to the Custom Group seem to work in v13s but not 14Beta4. Do you have the same issues?
  16. This looks incredible, Paul. Nice work. I can't seem to be able to choose a Custom Group. I have a model which is basically a circular mesh with the innermost ring group of CP's named "Attached", but when I go to the Custom Groups in the Attributes, there is nothing in the drop down list Any ideas?
  17. That is impressive. Very nice work. How come I don't see many speeders around here?
  18. That looks great, John. I agree about the water. I also like the anticipation and follow-through in your animation. Keep up the good work
  19. Slow?.....Fast?........ yeah, they sound like words that relate to time TAoA:M is only an introductory course to learn how to use the software, after that you'll need to find tutorials that deal with animation in general. The best tutorial on animation would be one that uses Animation:Master, but you'll have to fork out some money for those. I have these DVDs and they're both great: Anzovin Barry Zundel's
  20. Is your Animate button ON?
  21. Man! I used to do that so often when I was a kid. It so fascinated me to hear my voice reverberate back. The early days of sound effects
  22. The Keyframe button will create a keyframe for every bone in the model.
  23. As long as you are a forum member you should be able to post your movies. There has been some server changes lately and maybe it's not accepting AVI formats. Try rendering to QuickTime and see if that solves the problem.
  24. OK, this is an easy fix. Let's say from 00:00:00 to 00:00:10 the right foot moves to the right. But since you want the left foot to stay still at that time, you need to tell the program that by creating a keyframe (click Keyframe button). That will create a keyframe for the left foot that tells it to stay at that position. Then from frame 00:00:10 to 00:00:20 you move the left foot. I hope that gets you on the right track
  25. Yeah... it's okaaaaay Stian; it's so perfect it's sterile - (this is actually a compliment of the highest degree). Trucks fresh out of the factory don't even come out this clean How about some Armorall for those tires?
×
×
  • Create New...