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Everything posted by robcat2075
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"Insect" Image Contest - August 9 deadline
robcat2075 replied to robcat2075's topic in Contests/Challenges
Not yet. I'll arrange something by August 1 -
Here is a test that works nearly as expected... File used in video... mirror bones test01.prj clip3825MirrorBoneTest.mov
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I believe Mirror Bone is supposed mirror weights. I'm not having luck in my simple test, however.
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It's possible the price hasn't been announced yet because it isn't for sale yet?
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When I get around to finishing that series, it will also touch on the cylindrical approach that Nancy discusses above. Oops, didn't see that Nancy had already pointed them out. Thanks, Nancy!
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My "It Can't Be Decaled" series covers the flatten operation.
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I thought you already did that?
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I don't think you should be doing any editing of the mesh in the decal window. You can move CPs around but not changing connections.
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But v16 still runs. Hmm. What if you make another installation of v18 into a new folder? Leave the old V18 where it is and install v18 into a completely new folder.
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And as always... have you tried uninstalling and reinstalling?
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Do the ones that don't work actually give an "expired license" message.
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I invite our numerous graphic art talented forum members to submit design concepts for a medal that would be awarded to the winner of image contests. Don't post any proposals here, contact me privately for the particular design considerations.
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"Insect" Image Contest - August 9 deadline
robcat2075 replied to robcat2075's topic in Contests/Challenges
Official Contest Announcement: Additional Prize... Texas Lottery Ticket? At the conclusion of the contest I will purchase a $1 Texas State Lottery scratch-off ticket for each of the top ten entries. On a (possibly) live webcast I will randomly assign the tickets among the entries, then scratch off the ticket to reveal the winnings, if any. If the ticket assigned to your entry should win some money I will cash it in and PayPal you the money.* The chances of winning at least a small prize in these scratch-off games is typically about 1 in 4 so among 10 tickets it is likely that someone will win something. Your chances of winning are just as good in 10th place as they are in 1st place so you don't want to miss out on getting your entry into this contest! *fine print: If a card happens to win a very large prize, I will need to subtract ~10% from the winnings to pay the income tax on it since I am the actual purchaser and player of the ticket. . 42 days remain before the contest deadline. -
I'm disappointed that isn't getting a better result for you.
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As always, it looks wonderful, Rodger!
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I still think that running in a Windows emulator environment is going to be the cause of a lot of problems.
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I don't know if that is the problme or solution, but you can have both 64 and 32 bit versions installed and use the same license. Copy the master0.lic file from the 64 bit folder to the 32 bit version folder after you install it.
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Recent work marrying CGI with live action TV spots
robcat2075 replied to John Bigboote's topic in Showcase
Matt, I notice that the file you get from Syntheyes is in the old pre-v13 A:M file format. Is it possible that if it were read by some version before v13 it would scale correctly? Then you could resave and move to modern A:M. -
Recent work marrying CGI with live action TV spots
robcat2075 replied to John Bigboote's topic in Showcase
OK, here's the simple way and it doesn't need a video to explain it.... Add a model to your PRJ called Scaler. Turn on Snap to Grid and add one bone to Scaler that originates at 0,0,0 where the model bone originates and points in the exact same direction. Call that bone "CameraBone" Drop "Scaler" into your Syntheyes chor. Position it anywhere you want to be the center of expansion. In the Chor, constrain "CameraBone" to your Camera with Translate To and Orient Like constraints to (with Compensate mode OFF each time). on the "Scaler" model in the PWS>Chor and choose "Bake All Actions". Set the reduction level to 0 A:M will key the "CameraBone" to match the Camera motion and delete the two constraints on it. In the Chor, constrain the Camera to "CameraBone" with Translate To and Orient Like constraints, with Compensate mode OFF each time. (this is the reverse of what you did above) In the Chor, Add a Translate To constraint to every "TrackerX" null you deem important (with Compensate mode ON each time) to constrain it to the "Scaler" model. (not to the "CameraBone" bone, constrain to the model bone) Hide all the other Tracker nulls. Select the "Scaler" model, scale it with the corner manipulator. The camera motion and the nulls will scale in exact proportion. -
Recent work marrying CGI with live action TV spots
robcat2075 replied to John Bigboote's topic in Showcase
Hold the presses.... I got the simpler way to work. Ignore the above method! -
Recent work marrying CGI with live action TV spots
robcat2075 replied to John Bigboote's topic in Showcase
Ta -dahhh! SuperExpanderThing.mdl How to use it (on YouTube) (I forgot to mention it: a last step is to copy the camera parameters from the original camera to the new camera.) There may be an even simpler way to do this, but I haven't quite got it to work yet.. -
How are you applying it? "Texture" itself is a broad term. A:M textures can be either "Decals" (bitmaps) or "Materials" (procedural) A Decal doesn't repeat unless you explicitly set it to do that in its properties However, a "Patch image" is a variant way to apply a decal that causes it to be repeated on every patch.