-
Posts
28,182 -
Joined
-
Last visited
-
Days Won
390
Content Type
Profiles
Forums
Events
Everything posted by robcat2075
-
Looks cool! My crit would be that the fingers are bending in the wrong place. The separation of the fingers should not extend up to the first knuckle. It actually only goes about halfway up from the second knuckle.
-
Resolved how to delete poses - any way to get rid?
robcat2075 replied to steve392's topic in Animation:Master
Yes, you can re-order them by dragging poses to the top of the User properties folder. Drag the little cross-hair button at the far left of the pose name. -
yay!
- 7 replies
-
- Software Update
- v18.0g
-
(and 1 more)
Tagged with:
-
I recall a long time ago Rafael Anzovin was on a Siggraph panel showing how he used A:M's non-linear animation to vary the breathing of a character.
-
i dunno but I bet some of them are putting this gig on their resume.
-
I wish we could have particles as a part of a combiner, then I could have little sand bits blowing off the top ridges. I suppose I could do that with a map...
-
I shall be curious to hear how they do.
-
I think the minimum AO setting is 10% and that's worked well sometimes for animation. The flickering grain kind of cancels itself out and then compression smooths things over too.
-
-
It is all the hard-working material doing all the work.
-
-
I won't be much help on programming advice, I'm afraid. There was a time when I knew Flash Actionscript but that was 10 years ago. Composite projects are something you make in the images folder. They let you combine and layer different pieces of footage in different manners, different than just varying transparency. Adobe After Effects is a more capable version of that compositing power but, A:M's composite projects are useful sometimes.
-
I just looked at how CP weighting is stored and it is a bit involved. Better to backtrack and re-do your work.
-
It may be possible with text editing to take the CP weighting from one file and insert it into another.
-
Simplest solution is to reload the version you saved before you made this inadvertent change and try again. I'm guessing you don't have that, however? It is possible to readjust anything at anytime but someone who knows the rig would have to see it to know what exactly has gone wrong.
-
What other treasures are we overlooking?
-
Good find! I see it's already included in v18, it's probably ignoring the v15 version if you installed that.
-
The one thing I know is lacking in the chor environment when doing "modeling" is the simple right-click and drag bounding box selection method. Other than that, is there any other drawback to the chor environment?
-
you can also >Measure Spline on any selected spline. There is no tool for measuring the straight line distance between any arbitrary two CPs, I'm afraid. Yes, there is! See pixelplucker's post below.
-
I'll note that you can't call a car a "Corvette" just because you don't call it a "Chevrolet Corvette" or sell it at a different location. I think Martin D. Hash, attorney, should send them a cease and desist letter.
-
Grass gently wafted by a passing breeze.... WavingGrass.mov Here's the PRJ. It plays in real time fairly well and only take a few seconds to render each frame so... it can be done! waving grass02.prj Take a careful look at the settings for the Grass in the Material and the settings and animation of the Force in the Chor.
-
First... I think you could get the same look with a much lower density of hair. Second... tuning that with a density map might help. Would real weeds be that dense right at the border of the patch-of-weeds? Wouldn't they be thinner at the edges and get denser in the middle? Third... alternatively, you could use a density map to make the front row of weeds dense and the interior less dense with just enough hairs to appear over the top. That's what i did with my Al Capone head. I made the hair denser at the hair lines and thinner in the inner areas.