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Everything posted by robcat2075
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Watch your email for a message from Hash Support so that you may get your fabulous "Wobbling Dead" DVD sent to you, wherever in the world you may be! Sweaty loading dock guys are standing by at Mark Largent Studios International ready to ship them. Don't miss out!
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The look of that reminds me of the Flintstones Viewmaster reels I had except that yours is "on model".
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Fine splining, Mark! That is a fabulous 2D to 3D effort. OK, now tell us what Elroy has done that so alarms Jane and daughter Judy?
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Image Contest SciFi Image Contest Winner
robcat2075 replied to Jason Simonds's topic in Contests/Challenges
Congratulations Mark, Steven and Gratien! Fine-looking winners! -
That's a new one! By "front view" you mean number pad 2, right? If you start a blank new project with nothing in it is the front view still upside down? Just to try (that's what I say for random ideas that probably just cover old ground but cost nothing to try)... in the chor view... >View>Front to choose the front view without the number pad key. If that doesn't change anything I think it's time for good ol' Help>Reset Settings
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Wow! that's sensational!
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That's a huge chunk of animation! To do that with a rigorous observation of body mechanics would be a very time-consuming undertaking, so i can't really fault you for the many short cuts. I find it amusing to watch and I think you've communicated the essentials that you are trying to get across. -When someone is doing the "moonwalk" I think there needs to be some very stationary feature in the background or on the ground for them to move in relation to. If the kleig light didn't follow them backwards, but stayed fixed, that might help in the absence of more ground detail. - some of the camera angle changes are making it harder to follow what is going on. -jumping off the ground without extending the legs to push off from it is nearly impossible. Leaving the ground while the legs are still bent doesn't look right. It makes the characters appear to lack weight.
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Maybe you could bring just one.
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From the always-reliable wikipedia... That Steam? My guess is that A:M will stick to its current distribution method of the foreseeable future.
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This post has an old-form Youtube link in it... http://www.hash.com/forums/index.php?showtopic=46423&p=397343
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Hi, Ken! I thought perhaps if i said your name three times you might appear, and here you are! Just to clarify a few things you said... What you mean is... even though anyone who doesn't own A:M can download the HA:MR viewer plugin and view HA:MR content, the HA:MR plugin itself incorporates proprietary Hash, Inc. A:M code and needs that code to do what it does, right? IF... that code were available, would it be feasible to use it to bridge the difference between what A:M assets are and what a game engine typically uses as assets? With that code, would it be possible to make some adaptation of the game engine so that it could use A:M created assets without needing to convert them to some other format (as is done now) and then the game author would create his game in the normal fashion of that game engine? This is the part that confuses me. People are already using .X as an intermediate format to get A:M models and animation to a game engine (with some limitations), so I'm wondering why a game engine couldn't be modified to eliminate that .X step and be able to use A:M assets directly. What am I missing?
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You will be shocked to know that I kinda stopped paying attention to the others once i got to A:M which was quite a while ago. I did get Maya when i was doing AnimationMentor and I worked through the new-user book and after every project I thought, "damn, that would have been way easier in A:M"
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Rodney beat me to it! A:M doesn't have instancing in the model window but it does in the Chor and you can do modeling in the chor I'll note that if your half-model has a center-spline on the mirror axis, you may want to go back to the model and do a copy/flip/attach there as your final step rather than export two halves from the Chor. That should save you from having to delete the duplicated center spline and reattaching a bunch of loose spline ends onto the original center spline.
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Found it: http://www.hash.com/forums/index.php?showtopic=42075&p=371088
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Tell me more about what that is.
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Take a look in my list of tuts (link in my signature), there is one on copy/flip/attach basics. Yes, I'm too lazy to find the specific link. And that looks like a cool creature you're making!
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animating material and playing with dynamic constraint
robcat2075 replied to johnl3d's topic in Tinkering Gnome's Workshop
Oh! I wonder if there's a way to get them to blow off? -
Welcome back!
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playing with constraints primarily translate to
robcat2075 replied to johnl3d's topic in Tinkering Gnome's Workshop
I like lag. yeah, there's a few spots where they seem to jolt. I wonder why that is. -
I like that set you built! Is that for a show? Can you tel us more about it?