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Hash, Inc. - Animation:Master

robcat2075

Hash Fellow
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Everything posted by robcat2075

  1. So far, that model hasn't shown up in anything I have. Are we sure it was ever on a publicly available CD? If it was being used in their movies, Maybe it was something they made for their own use and never released.
  2. I'm not sure of the cause. For now, explicitly set the color for any group that needs to have a color.
  3. He sure gets around! I got my v3 disc around 1996 so that wouldn't be too far off.
  4. OK. If anyone asks why the puppets don't have rods you can tell them you "removed them in post."
  5. I gave a look on my old v3, v8 and v9 CDs and he's not on those. If I find my v5 CD I''l give that a try.
  6. Could some constraints simplify the arm rod management?
  7. Now a reported bug! v17 was able to render it properly so i think this is a blip that can be fixed.
  8. I'll note that constraints that appear to be broken in a model exported from a chor can be repaired with a search and replace in a text editor. I recall the problem is that bones retain their original name, but the constraint targets have a new path that includes the name of the model. A quick S&R can fix that target path.
  9. Not directly, no. A CP can only be attached to a bone in its own model. However you can attach the CP to a bone in its own model and then constrain that bone to the bone in the other model that you wanted to attach it to. Make the bone for the CP a child of the bone that the CP would normally have been attached to. In this PRJ the the cylinder moves all its CPS around normally until the sphere comes over. Then the bone in the cylinder that one CP is attached to gets constrained to the sphere and the sphere appears to carry off that one CP. ConstrainACP.prj
  10. Sorry! Try again, it should be fixed now.
  11. Happy Birthday to Jason Simonds, who keeps the levers turning and the lights on at Hash, Inc!
  12. that is very impressive!
  13. I'll note that any hair solution is going to be a slow-rendering one and you may wish to pursue some other appearance for the bear just on that score.
  14. Teddy bear hair should probably have a very low stretch setting and be short. A bitmap image for the hair that looked like a matted tuft might be usedful here.
  15. Fiery Fifth Episode is now posted. Link in top post.
  16. I'm surprised it supports BMP but not TGA.
  17. Will this do it? http://games.greggman.com/game/tga_thumbnails_for_windows/ I haven't tried it.
  18. That will be tough. Sim cloth needs all surfaces to not be in contact with each other at the start of the simulation. The pleats would need to be unfolded initially, then pulled together. You might nominate that for a future "It Can't be done"
  19. Is that a pleated skirt?
  20. That sounds like a plausible gambit. You may need to devise a way for the pedals to stay fairly horizontal, perhaps an orient-like constraint to the frame of the unicycle, or may be an aim-at constraint to some point above them.
  21. That actually sounds pretty economical.
  22. I'm guessing it was expensive to get the utilities run out to a new property?
  23. Sim cloth can work. Show us an example of what you want to do.
  24. Have I?. I looked at the file format once and it seemed to have understandable information in it. These things aren't incomprehensible magic, a little comparative analysis by someone who uses both programs would probably do it. My interest in Blender is practically zero so it won't be me who does it but I'm sure translating camera motion from one coordinate system to another won't be a vexing problem.
  25. I recall there used to be a free motion tracker that worked with A:M. What was that? Hey, crazy idea... I wonder if a spreadsheet could convert the Blender format data to A:M format data? It's probably all text fields, right?
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