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Hash, Inc. - Animation:Master

robcat2075

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Everything posted by robcat2075

  1. When you are in a model window and are in Bones Mode, you can move bones and mesh together by choosing a bone and then holding the CTRL key while you move the bone. You have to use the standard Translate, Rotate or Scale manipulators for that. Moving a bone this way moves the bone, its children and their mesh. However, there is no single bone that is parent to everything in your Bow. If you want to move the bow in the Box model it will be easier if you add one bone to be parent of all Bow bones and use that to adjust the mesh.
  2. Dragging an object into an existing action makes it an Action Object IIRC
  3. What happens to the arrows after they hit the target?
  4. That is an odd-sounding problem. And it is exactly the same problem on both computers? Just to try... do Help>reset settings and restart A:M
  5. An action starts with one model and you can add other models as Action Objects.
  6. If you have time for Live Answer Time we could look at this live.
  7. The ` key will do that. (It's the one with the tilde ~ on top)
  8. You were moving the CPs by putting them on the end of a rotating bone. it's hard to not have rotation that way. If what you want is straight motion, moving a bone in a straight line is easier. Yes you can select a CP and see whether the Smooth or Peaked button is on, but it's usually visually apparent anyway. I don't know. They were always peaked for me. Lets say I don't have anything embedded in myproject01.prj and I make a change to a model and a change to an Action and a change to a Chor and then save my PRJ. The PRJ gets saved but even if i gave my new PRJ a new name like myproject02.prj the model and the action and the chor will get overwritten on their old filenames. Now suppose my animation doesn't behave right anymore or it crashes A:M for some reason when i go to render. Is it the model or the action or the chor? The previous versions of those are all gone now and even if I reload the previous myproject01.prj, it's just going to load the new overwritten versions of the model and the action and the chor. There is no way for me to go back to what I had before I made the three changes and try doing just one at a time to see which is the fatal mistake. It's easier to just have everything embedded and save myproject01.prj myproject02.prj myproject03.prj myproject04.prj myproject05.prj and know that each of them is totally independent and has everything* it needs to be like it was when i saved it. This takes up more HD space but HD space is cheap these days and you can delete the old versions you don't need anymore when you finish your project. How often do i need to go back to a previous version? i would say that on e very substantial animation project I've done I've needed to do this at least once to solve a problem. Or sometimes, I just don't like a road I've gone down animation-wise and would like to reset to some thing I had yesterday without having to figure out which keyframes are the bad ones. The only time i haven't worked with fully embedded PRJs is in a situation like "Tin Woodsman" where I made none of the models myself and would never modify any of the models myself and I only animated with models loaded from the TWO repository. Then I just saved incremental Chors for each scene. When someone changed a model on the TWO repository it could have been a problem, but fortunately it never was. It's easier to work in embedded PRJs *Remember that images and video files are never embedded. You need to be conscious of how modifications you make to those may affect previous versions of your work if you ever have to go back.
  9. I see the problem. None of the models are embedded. When doing experimental stuff I think it's always better to save the complete environment with everything embedded at each increment. so that you can always go back exactly to a previous state. try this... Bow Music03.prj
  10. Don't use a rotating Bone. Use a Translating bone instead Drop this version in your AM Project folder and look at the Action... Bow Music02.prj
  11. As i look at it, it seems to be bending right at the "middle" CPS are, which lines up with the notch that I presume the arrow goes through. In that sense its rendering correctly. However, it looks like the string gets shorter when it is pulled and perhaps the bottom half of the bow is bending more than the top. For the amount of flex in the bow, i think the string needs to be drawn farther back so that it is not shorter than it was at rest.
  12. I think those would be worth reposting if the thread can't be found!
  13. While the group is selected, SHIFT-select new points. (You can removed CPS with ALT-select)
  14. The problem is that the spline ring in the middle of the bow... isn't there. There are just four CPs in the middle of four splines, thus there are no patches to render in the string at all. I would also suggest checking the spline rings at the ends of the string. They have a very strange backwards loop to them that you probably don't intend.
  15. If you choose "Programmer" people like me will start pestering you to write plugins.
  16. in MS-DOS, two dots means to go up one level of a directory heirarchy and I think this usage in A:M expression is similar
  17. I think it is easier to make the action if the bow and arrow are in the same model
  18. If you made an action for one arrow-load-and-shoot cycle, you could drop an action onto a model for every note.
  19. Good to see you back again, David! Don't miss the Fall Image Contest!
  20. Hi Myron! You can enable/unenable "Workbook" tabs in the View menu
  21. In Render to File Settings>Output>Resolution... Aspect will get you the squish or stretch of anamorphic lenses. Here are three renders of a disc with Aspect set to 0.5, 1.0 and 2.0 They all cover the same horizontal angle. The vertical coverage is what changes.
  22. Hi Simon, Steve Shelton and Chris Daley and I took a look at this while we were meeting about a project we're doing and one thing we all noted was the cartwheel maneuver. There's something about it that seems too slow. I think he's in the air too long for the small amount of upward motion he gave himself at the start. If his jumping motion were stronger and his upward motion carried him higher he'd more plausibly have time in the air to do the cartwheel. I'm glad we got your render times down. I still need to write up the changes we made as I said I would.
  23. Here is the actual structure on which this scenario was based...
  24. In this thread I will highlight some tutorials that are relevant to the "Planes Trains Automobiles" Image Contest. A great first stop for anyone who is mechanical modeling-curious with Animation:Master would be Rodger Reynolds' website, with numerous discussions and demonstrations of essential mechanical modeling strategies... Non-character Modeling in Animation:Master
  25. I think they may be referencing it too closely.
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