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Hash, Inc. - Animation:Master

robcat2075

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Everything posted by robcat2075

  1. Good hand! Yeah, you'll want to thin that out. I don't know how anatomically accurate they have to be but 8 CPs around the circumference of a finger out to be enough for most movie making purposes.
  2. Happy Birthday, Steffen! Thanks for all your good work! Copyright free birthday greeting: 8DHH1ufQk7M
  3. hmmm... there used to be a feature where the open dialog would show you a preview of the model but it was PC only and has been taken out. I guess you're wanting to change the actual icon of the file? I don't know if that's possible.
  4. Here is me trying it with mixed results... SnapProblem.mov the CPs on the edge don't seem to "get it"
  5. In this PRJ, Model 1 has two groups, "target" and "original" SimpleSnapTest02.prj I want to Snap the CPs in "original" so they are on the surface of "target" and I want to do it in a Pose. They don't have to be in some exact spot but i do want to get them on the surface of "target" What is the proper way to use Snap TO Surface for that? I haven't had much success with it.
  6. It seems like in the history of computer graphics there have been almost as many proposals to make computer graphics interchangeable as there have been computer graphics.
  7. On the 11 Second club forum someone compared this to the Popeye cartoons where they put cels in front of a model they built. What if the Fleischers had thought of cutting out those cels and sticking them in the models? They could have done lots of crazy stuff.
  8. Sorry to hear about your back getting hurt!
  9. Thanks! Have a good trip.
  10. Bumping this to remind all the talented A:M modelers to get in and not miss out!
  11. Granny is a vampire, she doesn't cast a shadow. from "Tweety's S.O.S." I haven't gotten to it yet, but I bet it is, too.
  12. Ghostly! Good looking face.
  13. Does changing that spline make all the other patches lose their texture? Is it possible to edit the topology in the polygon app before exporting so that it doesn't present splines that run around the model so many times?
  14. that's not a good way to work with TSM2 The best plan is to do all your CP weighting and fan-boning and smart-skinning on the bones your model has before you run Rigger. Save the model, then run Rigger. If you want to change the weighting or fan boning or smart-skinning, just reload the version you saved before Rigger, and work with that, save it again and then run Rigger. I've done a lot of models that way. You never want to make a smartskinnig or CP weighting on the bones that Rigger adds so you don't need them when you are dong that stuff.
  15. I'll note that A:M can also render a depth buffer for when that is useful in compositing to distinguish between objects of different distance from the camera. There is a two week trial version of A:M available although two weeks may be rather brief to get up to speed to investigate what you are wanting to do.
  16. Notebook styles? What would that be?
  17. I believe the basic problem is that some of the splines that run the long ways of the blob are really all the same spline looping around and around with the result that some of those 4-pointers are made from one spline on all sides, which will not fill in. This would never happen in a typical A:M model because we'd probably make a shape like this from a lathed object where all the splines end at the poles and don't merge into each other. Load this facelossB.mdl And break the spline that runs between the two CPs in Group "Point". When that spline is broken many of the empty 4-pointers will fill in. If you reattach that spline, the patches will empty again. Load FaceLossC and find the Group "Make Hook Here" shown in the top window... facelossC.mdl Break the spline I've marked in Red. Separate and reattach the two spline ends I've marked in Blue. re-extend the Red spline with the Y key and attach it as a proper hook in the middle of the joined blue splines. It should look like what is circled in black in the bottom window. that will make all the 4-pointers fill in.
  18. Paul Forwood showed something like that a long time ago but didn't go into how he did it.
  19. Is the problem solved or is there still a problem?
  20. As far as I know, there is no provision for 2D motion tracking in A:M unless someone were to make use of a 3D motion-capture format in some 2D way. You are asking about motion that has somehow been captured off of a 2D video, right? I don't have FCP but I have After Effects, it has an ability to track a detail in a video. I can't think of anyone here having experimented with that. My initial question would be... where does this 2D plane of motion live in the 3D space of A:M after it has been imported? I suppose you could stick it somewhere manually? The short answer is, no, A:M doesn't import 2D motion tracking. It's not something A:M has built-in right now. The longer answer is... maybe it wouldn't be hard to convert? What does this file format look like? If it's like a human-readable text file and it's just XY positions for each frame, I can imagine someone writing a converter. Can you post a small example of one of these files? I'd just be curious to see one.
  21. Very interesting to see that, Nancy, and to have a CG pioneer like yourself in our midst and to know that somehow it all leads to Professor Schmaltzy-Pants.
  22. load the alternate version of your character into your Project. (I presume it has a different name.) Select the old character in the chor, then in its properties use the drop down list to the right of "Shorcut to" to select the new version of the character. You might need to save your PRJ (with a new name of course) and reload it to get any complicated constraints made in the chor to awaken to this change.
  23. Basically, I'm not sure what is causing the problem you have.
  24. Here's what i get with the v16 PRJ...
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