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Hash, Inc. - Animation:Master

robcat2075

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Everything posted by robcat2075

  1. I guess you'll need real Windows for A:M. I'm still on Windows 7 because it still works with my 18 year old Adobe software and my 15 year old Cintiq monitor.
  2. Hi John, I got curious about this and made a version with some more cloth-like settings. (saved unsimulated) boxtest05.prj You can see the altered settings for the cloth in the materials folder. Basically the stiffnesses are lower than the defaults to make the cloth more flexible, but the "damping" values are higher than the defaults to make the cloth less jumpy. I like to make my settings on the original material rather than the copy on the model. However, I find that I always need to force a save on my PRJ when I do that to make sure all the new settings migrate down to the copy. The other change was to lower the "collision tolerance" the Chor properties to 0.1 so the cloth could move closer to the Box. i also put a cloth deflector on the box.
  3. This sounds a bit like the experience of people using a Windows emulator on Linux. Are there any "compatibility settings" in Crossover that might make it work?
  4. I'm glad that Apple hasn't given up on desktop computing. I recall comments several years ago that people were beginning to wonder. What are the deal-breakers about the conventional means of running windows on a Mac?
  5. A user of brand X finds that on one computer his file opens normally but on his other computer it looks like this...
  6. My understanding is that Apple stopped supporting the porting software a long time ago and Hash has been band-aiding as time went to keep the Mac version possible. I think Apple's commitment to "Desktop" computing is low these days anyway so assisting ports from Windows is even lower.
  7. What do you get when you do the "How do I check if an app is 32-bit or 64-bit?" test?
  8. My novice understanding is that it would mean rewriting a lot of Hash code the recreates numerous Windows Interface functionalities that a Mac lacks. As Martin says, it's possible like going to Mars is possible.
  9. I hope no one crashed their cartoon car while they were talking to the camera! Looks good, Matt!
  10. I still suspect the cloth is too close to his shoulders at the beginning.
  11. Raising the "damping" on stretch and bend parameters will calm the cloth down also. Setting the "Drag" to between 0.1 and 1 will get a more cape-like billow as he moves, I think.
  12. You can get a less frantic result with the cloth if you start it away from the model for a second then bring it closer before your action starts.
  13. Welcome back, Rusty! That must be the Squetch rig? David Simmons has the latest here... https://www.hash.com/forums/index.php?showtopic=27815&page=10&do=findComment&comment=413646
  14. It's unlikely to become an explicit feature in A:M since it is very rare that anyone models a CG environment in a full 360° . However it would be pretty straight forward to automate the creation of the parts you need so you could add them together in a compositing program. A pose might be made to turn the camera in eight 45° increments and the Chor sent to NetRender once for each increment.
  15. Here is a simple test PRJ ClothonVase02.prj in the background and simulate There is a deflector material on the vase but not on the Ground, so the cloth slides on the vase but falls through the ground
  16. unlicensed Perk graffiti "Perkmandeljc gets his clothes from here!"
  17. Make another Simcloth material and set its "Object type" to "deflector". Put that material on the model the cloth hits.
  18. David, is there some day we could skype with you and ask you these questions in real time? I'm stuck. 2 translate heel_INSTALL bone to height of heel height of heel? scale heel_INSTALL scale it to what? 3 translate and scale auto_shrug bone (do not rotate) (image19) I dont' know that the image intends as to the new location of the bone. translate shoulder_collarbone_base translate shoulder_collarbone_target (if necessary) To where? How do I know if it's necessary? 4 Scale thumb_knuckle_target to scale right_carpal to hand edge is "_INSTALL" supposed to be part of those names? I ask because it was explicitly mentioned in previous steps when it was part of the name but not in this one? I don't see a way to maneuver the "right carpal INSTALL" in my model to appear like it does in the Sam image.
  19. European animation fan website Zippy Frames is highlighting Dušan Kastelic's subterranean A:M animation "Perk." Perk was quite an advance in detailed texturing in 2002 and still looks detailed today. Perk by Dušan Kastelic
  20. Good looking house. Where is the entryway now?
  21. How about... bring the whole thing in on a laptop! Then you can scrub the timeline and show the architect any angle needed.
  22. I would suggest making a render that doesn't have the flying camera so it is clearer what is changing on the house.
  23. Hooray! We'd love to see your project when you're done.
  24. So... For several weeks in Live Answer Time we've been looking at rigging, using Steve Shelton's dragon as our example case. This dragon has a long tail and I figured it would be better to create a tail rig from scratch than to use a generic solution in TSM2. Part of the structure needs a series of constraints on a chain of bones with the aim of making smooth curves like this, controlled by just one target bone. Basically there are "Orient Like" constraints with enforcement percentages less than 100% from the base to the tip to create the gradual curve. You might intuitively think that if you have 10 bones in a chain, you could give each one "Orient Like" with 10% enforcement and that would sum up to 100% of the direction of the target bone by the end of the chain. That doesn't work however... The problem is that each bone figures out the angle it is trying to cover, not from its default position in the model, but from where its parent bone has currently placed it. You can rotate 10% of the remaining angle an infinite number of times and never complete 100% of the bend. Or, you might think, as I did, that you could evenly increase the enforcement percentages along the chain to get the right bend. This gets an approximately right result on very short chains of just four or five bones, but on longer chains a problem becomes obvious. These bones are "Orient Like" enforced 10%, 20%, 30%... on up to 100% on the last bone. Incrementing the enforcement percentage in even amounts puts too much of the bend near the base. By the time it gets to the 50% bone, most of the bend is already done. We could make these numbers work by re-ordering the hierarchy of the chain so that the bones are all siblings and no longer parents and children. This creates a new problem. The bones rotate but no longer behave like a chain... We could fix that by adding a "Translate To" constraint to each bone to re-attach it to its former parent. This way it inherits the translation of its "parent" but none of the rotation. 10-20-30-40... works now... That's a good result but that's extra work that may not be necessary. Can we get that even bend without having to detach and then "translate to" all the bones? It turns out there is an easy-to calculate approximation... If we have a chain of ten bones, we would expect the first bone to do 1/10th of the curve. Give that bone 10% enforcement. Of the nine remaining bones, we would expect the first one to do 1/9th of the remaining curve. That's about 11% Of the eight remaining bones, we would expect the first one to do 1/8th of the remaining curve. That's about 12% Of the seven remaining bones, we would expect the first one to do 1/7th of the remaining curve. That's about 14% See where this is going? The fraction is always 1/x where x is the number of bones remaining. The last bone is the first of one remaining bone. It does 1/1th of the remaining curve or 100% enforcement. This formula will work for any number of bones. This series of enforcements gets us a result very close to the all-siblings and "translate to" version above but with less work.... It only took me 20 years to figure this out!
  25. Very amusing! (Although I'm not quite the target audience )
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