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Hash, Inc. - Animation:Master

robcat2075

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Everything posted by robcat2075

  1. Whoo! This is an extremely complex move to animate. I do see some timing/weight things that can be remedied. Let me study this a bit and I'll be back
  2. Hooray! Another thing that works with A:M!
  3. What I see when i try it... clip3978PIMotionExport.mov Here's the PRJ I used: PIMotionTester.prj Update: if the up and down arrows on the interface aren't working, you can cursor up and down to get the right Object slelected.
  4. Here's a maybe realistic flame done in A:M... Flame000.mov
  5. Does Particle Illusion come with any sample motion files for tutorials maybe?
  6. Don't go away mad yet! Something will get figured out.
  7. Reminds me of the old cartoons when someone was "burning with anger".
  8. Here is a PI-Motion export from A:M. What it seems to do is track the apparent XY position of a specific bone across the view of the camera The first column is frame number The second is pixels from the left edge The third column is pixels from the top edge 0 -547 594 1 -482 567 2 -417 540 3 -354 513 4 -292 487 5 -230 461 6 -169 435 7 -110 410 8 -51 386 9 7 361 10 64 337 11 120 314 12 175 290 13 230 267 14 284 245 15 337 222 16 389 200 17 440 179 18 491 157 19 541 136 20 590 116 21 639 95 22 687 75 23 734 55 24 781 35 25 827 16 26 873 -3 27 918 -22 28 962 -41 29 1006 -59 30 1049 -7 If we had an example of a proper PI-motion file it would be easy to spreadsheet that into correct format.
  9. What we need is an example of what a proper PI file looks like.
  10. I dimly recall us talking about that previously and finding some ideas... one of these threads?
  11. That looks speedy!
  12. I see the "no background" rule to encourage you to design a mascot that can be attractive without an environment. The transparency is more about the mask around the character rather than a see-through element.
  13. That seems like a long opening. How long is the whole show?
  14. Here is some visualization of what Rodney said... clip3969MaterialPivotPoint.mov
  15. Animate Mode OFF! That is genius Matt. I just tried it on a simple Newton sample and it seems to work. I got a crash after I fiddled with it a while, but it works long enough to re position the Newton Group. Update.... I've tried a bit more. Translation appears to work, but rotation not so much.
  16. In case there isn't a better solution... Problem (for anyone else looking in): -Your Newton simulation is in a chor and it's a set of pieces, each of which is its own model. The model bone for each piece is what is animated and gets keyframed. -You can import that into a new chor but apparently can't move all the animation. My idea... - import your sim Chor and leave it at 0,0,0 -make a new model (We'll call it "Fred") that has as many bones as your Newton sim has model bones. -constrain each Fred bone to a Newton model bone. -bake the Fred bones -remove the constraints and do the reverse... constrain each Newton model to its corresponding baked Fred bone - Now you can move the model bone for Fred and the Newton pieces will follow, with their animation too.
  17. I thought of a fix if you haven't got one yet.
  18. Maybe for v20! But I suppose the focus on "mascot" is because of A:M's core goal of being for character animation.
  19. You can plug that hard drive into another computer and probably get the data right off it. Know anyone with a PC?
  20. Great to see you back, Jeff. What can we do to get you going again?
  21. I just tried a test PRJ using a preset and it still didn't work in NetRender. It used to work but not now. Let us know if it works for you, Elm.
  22. Here's an interesting puzzle... notice how "FORUM" is shaped differently in the last two pictures, even though I haven't changed anything about that piece of text.
  23. Yes, Roman numerals. We could Arabic numerals if the Roman numerals were too pretentious. You're the one who has to wear it, of course.
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