-
Posts
28,075 -
Joined
-
Last visited
-
Days Won
364
Content Type
Profiles
Forums
Events
Everything posted by robcat2075
-
HapEE birthday to Elm and Eric and thanks for your many contributions to the forum!
-
I look at these now and I realize they were probably a substantial influence for my candle character I was working out a while ago.
-
Right after I posted, the preview of 18f landed in my lap and it does now survive the maneuver that was causing the freeze. Hopefully when it's released Tore will find it robust also.
-
One the confusing things about this is that it only happens (for me) in the chor. I've been twisting and turning and boning things in the model window for weeks without a problem. i wonder what's different?
-
My guesses... Only if yours has the problem. The problem doesn't appear before v18c I had the problem even with regular bones. If Steffen couldn't improve it I don't think he would have changed the status to "resolved" it would just be "closed" or still open. He has the fix listed in v18f so we'll need to wait for that to see.
-
Simon, if you haven't seen my series on rigging Roger's Penguin legs you might give that a look. It may have some issues similar to your bear and it does some coverage of the use of the Weight editor http://www.hash.com/forums/index.php?s=&am...st&p=354005
-
Hey, i learned something! I didn't know that was there. On PC there's about a two pixel space between the buttons you can click and drag on to slide the values. Yes, you do have to press Apply for the number change to go through to the model.
-
That's the error message i get sometimes too. Today i experimented with going back to a two-year old NVidia driver and that got slightly better behavior, I could do a few more button presses and screen Turns before the crash. But generally the same situation where OpenGL3 works but OpenGl doesn't. If you should have the opportunity to borrow an AMD card, give it a try, it's a temporary experiment.
-
in Tore's case both OpenGL and OpenGL3 fail. I have a Wacom cintiq, do you think that is part of it , Nancy?
-
Muscle mode if you are editing from a chor. In the Model window you'd select them from Model Mode. The first time I tried it it didn't match up but i can't get it to do that again. There may be something wrong but I'd need to mess with it some more, there does seem to be some odd behavior going on. I always start with 50-50, but yes it is a matter of judgement and experimenting. If you have a case that is quite baffling you might start a thread for it on the forum and we could look at it. We did talk about a slider system but it's not an available GUI tool in that window. On PC there are up and down buttons for that value but they only change it in 0.1 increments
-
If you were comfortable messing with the inside of your computer it would be interesting to borrow or inexpensively acquire an AMD card and swap that in to see if that fixes it.
-
Tore... is your graphics card NVidia or AMD? Is your computer a desktop or laptop?
-
Add a comment noting the problem is still in 18e Then reinstall 18b until next time.
-
18e is just out to the early testers, not public yet. However, the 18e I have still has the odd OpenGl problem you and I noted.
-
I've spent more time resplining this ear than it merits but it's like chasing a blob of mercury. I think I can eliminate a 5-pointer by rerouting a spline and then i find I've got a new 5-pointer problem somewhere else. here's a cross-eye 3D
-
Point taken. So, is rigging really just a process of learned preferences? Is there no really tried & true biped rig? Rigging is knowing the possible tools and recognizing when to use them. There certainly are some common practices but every character has different shape so something different is gong to be done on each one. I always "use" TSM2 because I have become familiar with animating characters that have that set up but i always have to add stuff here and there to accommodate novel circumstances. Rigging is the wall most people who set out to do 3D animation run into. They may learn to model, they may make animation with a character someone else set up but getting their own character rigged is where they run out of gas. A:M is easier than the others because our thin meshes reduce the complexity of what to attach to what bone but it is still not as conceptually obvious as modeling or animating.
-
Yeah, Robert, I guess the close proximity of control points can create havoc while animating. No, I meant that, the thin characters will be the most forgiving for rigging oversights. Like Woody in "Toy Story" Smartskin can accommodate keys in any direction. I can't think of any cases where you would need more than one smartskin. Maybe there is. My own preference for most joints is to use fan bones. Nice movement is really more about animation than rigging. I thought that looked cool. It almost looked like an animator's red pencil sketch.
-
I did enjoy that. If you're going to have trouble rigging, a thin character like that is the one to have it with.
-
That works well, Rodney!
-
i enjoy making ears. i can't imagine making one without spline modeling but I guess people do somehow.
-
-
Did you ever tell us why you were going off the grid like this? You don't have to, I'm just nosey!
-
I thought I already had that render preset in the benchmark thread but I've put it there now. That should be used in versions 16 or later, but it should be the same settings as in the Benchmark PRJ so i think your test is valid. You might try it on your old computer just to be sure of the comparison.