sprockets Learn to keyframe animate chains of bones. Gerald's 2024 Advent Calendar! The Snowman is coming! Realistic head model by Dan Skelton Vintage character and mo-cap animation by Joe Williamsen Character animation exercise by Steve Shelton an Animated Puppet Parody by Mark R. Largent Sprite Explosion Effect with PRJ included from johnL3D
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Hash, Inc. - Animation:Master

robcat2075

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Everything posted by robcat2075

  1. Could you post a sample PRJ with that demonstrated?
  2. Those deep fakes are getting too convincing.
  3. That is smoother. The gliding look is from his hips not having an up and down component. If you have "The Animator's Survival Kit", he talks about this element of walks on pgs. 106-109 The up and down is present in almost all walks. I made this clip to show the hip up-and-down is present in a live walk. WalkRef DotTrackedH2000.mp4 If you have QuickTime you can scroll through this frame by frame. The key point most people get wrong is that the lowest point is not at the moment of heel contact and the highest point is not half-way between the heel contacts.
  4. I forgot I had this on. I have cautiously unchecked the compatibility mode option and was still able to do a progressive render that ran more than 5 seconds. AFAIK, Steffen hasn't addressed this so it may be yet another change in Windows. Steffen has this listed as "Assigned" although not "Resolved" so it is possible he did something to make this change. However, since v19 seems not to need the compatibility mode now either, it may be a Windows change. Interesting. Try unchecking compatibility mode. If you get good results, it's probably safe. If not...?
  5. Yes, do that. Narrate your actions as you go through the motions and note the problem. Did this ever get made an AM bug Report? Have any newer card drivers come out since this thread?
  6. They look like they're having fun!
  7. We're in the "Basic Syntax" section. Everything in these lessons 6-26 are things you will want to be fluent in. You will need to call them up to your fingers over and over when you are programming. Lesson 8 User Input Now you can finally make a program the user interacts with! The cin statement allows you to get input from the user. Project... ask the user for several related numbers (or text!) then do some relevant processing of them Example project idea: ask the user for their birth year and the current year, then calculate their age. Remember to clearly prompt the user for input and clearly label your output. Lesson 9 Binary Numbers This is just a brief lecture by John Purcell. No assignment, but watch it so you are on the same page with him and his thinking. If you haven't finished projects for Week 3... get them done also. @Roger @Rodney @Shelton
  8. I've added the files to report #7231
  9. Same result here. I've reported it now. Thanks, Rodger!
  10. @R Reynolds Can you make a simple test case PRJ with everything embedded... works in v19, doesn't work in v19.5... and we can make a bug report out of it. Steffen could ascertain quickly if it is indeed a situation that requires new plugins.
  11. If you haven't thought your own projects... how about these: Variables... declare integer variables for lions, tigers, and bears. Assign values and print them out with appropriate labels. Add them together and print the sum out with some label for the total. Strings... hmmm, I bet something could be done with "lions, tigers and bears." Make your output look good! @Rodney @Roger @Shelton
  12. My short amateur answer is that the portion of A:M that uses the ATX files has changed while the portion that uses the TRB files has not.
  13. Lesson 6 - Variables Numeric variables are introduced in this lesson. Assignment: declare several integer variables and assign values to them, output them with meaningful labels, then output their sum. Lesson 7 - Working With Text String variables and simple operations on them are introduced. Declare several string variables, assign values to them and output them. Also show concatenation of them. And don't forget the Week 2 assignments if you haven't done them yet. Get started early! Don't wait until Sunday! @Rodney @Shelton @Roger
  14. @Rodney Actually that bit at the very bottom is not the ALT+ sequence for the character, it is the HEX code. I can't find a way to get both the graphics characters and the ALT+ sequence to show at the same time. It used to work great, now it doesn't.
  15. @Rodney re: Character Map to see the graphics characters you need to set "Advanced View", then choose Character Set "DOS: United States" The ALT+ sequence for a character is shown at the bottom...
  16. Isn't Enhance AM a third party set of texture plugins? If the v 19 version of the plugin doesn't work in v19.5 then it would have to be recompiled by the programmer.
  17. @fae_albaI do have the plaques sawed up...
  18. You can create a curve for a bone by setting your Rotate, Translate and Key Bone filters, then selecting the bone and then holding SHIFT while you press the Force Keyframe button and choosing "In filtered channels" in the dialog that comes up. However, keyframing those bones is incompatible with the IK process. It wil be easier to get the IK poses right.
  19. I'm sorry! I know I'm behind on medals but I thought I had gotten the certificates for this one out already. But I haven't. I guess I need to get to your medal and the certificates too!
  20. Good, IK is the way to go. The problem is the geometry of triangles. When the leg is nearly straight (as it should be at the moment of heel contact) any slight change in placement of the axis at the hip or ankle can cause a very visible motion in the knee joint in the middle. "Knee pops" are a classic problem when animating in IK. However, you don't want to give up the advantages of IK. A common solution is to slightly scale the length of the thigh and calf to alter the triangle so that the knee no longer pops. (It sounds wrong but big-time animators do it, none-the-less). This would be keyframed before, on and after the frame of the pop. If the Saucy rig doesn't already have a provision for this, don't try it. Another gambit is to alter the triangle by slightly rotating the control at the heel to vary the knee position. Again, this would be keyframed before, on and after the frame of the pop. This may be trading a pop in the knee for one in the foot, but it is possible to wrangle them both so that neither pops. Do the before and after keyframes first, then the one in the middle. Your pops are much smaller than most first walks. They might not even be noticeable if the character is distant to the camera. If you continue to have trouble, this would be a cool thing to bring to Live Answer Time.
  21. I tried unchecking it but I was still able to choose a file type in the dialog where a "Save As" filename is entered. But I'm not on the trial version. Barbara... what files appear in your C>Program Files>Hash Inc >V19.0>ImageIOS folder?
  22. Those are often called "knee pops" I don't know much about the Saucy Rig. Are you doing this in FK or IK?
  23. There shoudl be a drop-down list to the right of "Format" Note that AVI is an ancient format. Numbered image sequences are preferred for most uses. Plan to compress the AVI result in another video app.
  24. @Roger @Shelton One more thing... when you have more than one program in your "Solution", on one program and choose "Set as Startup Project" to make it the one that runs when you press the green triangle. I got my assignment done. Looking forward to seeing all of yours next Sunday!
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