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Hash, Inc. - Animation:Master

robcat2075

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Everything posted by robcat2075

  1. He's gone wild! You're a cool dad to make 3D characters for your daughter.
  2. I watched a movie today that reminded me of this, "The Battle of River Plate", about the Graf Spee, which is not quite the same as the Bismarck. It's one of those weird 50's war movies where, in between shooting at each other, everyone is saying how much respect they have for each other. But it had a few scenes with those small, boat-launched seaplanes like in Stian's model here. Most of the film used real ships but the planes were rather unconvincing miniatures, they should have had Stian and A:M!
  3. Very cool Marcos! Thanks.
  4. That's the most unusual Spanish accent I've ever heard. I see what you are wanting to do. Here's a way to fix the Smartskin... -Click in the Relationship window for that Smartskin -Select Muscle Mode -use the |>| buttons to navigate to the Smartskin Keyframe with the bad deformation -lasso a selection around the bad CPs (it's OK if you get some neighboring CPs) -Press the Delete Keyframe button. That will remove the key from the Selected CPs. (If you had not selected any CPs, it will remove that key on all the CPs.)
  5. I'm still stuck on this. I loaded what I believe to be the original chor for the project (not the one from what I am trying to render) and it shows blank ground there too. If I turn OFF the "Shortcut to ground" in the chor then there is just empty camera background color where the blank ground was so i don't think there is an extra ground plane there. Is there some other intended ground plane buried in the set that might have gotten turned OFF?
  6. Another occasion where text editing a file was useful... I had a long series of bones and each one had to have an "Aim At" constraint to the next one in the line. Once I found out what the text was that made one bone aim at the next bone, i could use search and replace in a text editor to add that to every bone quickly.
  7. It seems to me that in return for this one step being faster in Blender, every other part of the workflow is being made harder. How many models do you need to model and texture in a year? If you had to do 300 models every year then you'd need a fast way to do this. But if you do 4 or 5 models a year then the difference between between 5 minutes per model doing it the automatic way and... 30 minutes? an hour?... per model doing it in A:M doesn't add up to much extra time compared to all the other things you will be spending lots of time on anyway. No?
  8. Hmmm. Yes, I suppose it should do something. Tell me more about how you would use this to help edit a smartskin.
  9. You can already have all your decal stamps on one map, is that what you need?
  10. HiRes Simulation ON in the Chor's Properties will greatly improve success with cloth (v17 or later) What you have there is promising.
  11. Another one of our members was talking about the problem with 3 pointers. Could you make a sample PRJ in v12 that demonstrates problem and post it? That might make a good bug report. What's a CV?
  12. I would say that the improved stability and new features of v17 are worth the small effort involved in setting averaged normals on a per group basis. Is that v17 pic with averaged normals? In my experiments I don't see the crosses anymore with that on.
  13. Is it that all the faces are decaled on one bitmap the thing you need from that?
  14. Video found here... http://www.hash.com/forums/index.php?showtopic=45461
  15. Most A:M users will never need to do something like this, but it is possible to investigate and make useful changes to an A:M file with a text editor. You'll need your close-up glasses for most of this. AMTextEditing.mov Things I have done with text editing -fixing the "dragged bone in a chor" problem (shown in this video) -changing the name of an item throughout a PRJ -changing a bone to a null -finding and fixing name spelling capitalization mistakes. ("Left" instead of "left" -fixing a corrupted file or saving some portion of it. -finding and deleting an external link to something that is not really needed in a PRJ yet is not easily findable because it's buried in some asset. -other things i don't recall
  16. Try this file... Simons_Wayward_x.prj I'll upload a video later.
  17. OK, I see where it is. I'll take a look at it.
  18. When you say "do the UVing"... what are you doing?
  19. Demonstration of how to copy smartskin keyframes from one side to the other. http://www.hash.com/forums/index.php?showtopic=45459
  20. T2G doesn't have a bone that is indented under another bone. It has no keys but i presume you deleted them.
  21. I've had success with manually Copying>PasteMirroring smartskin keyframes from a left smartskin window to a right window but that's a bit fiddly. Something else I found is that in v18 not all the original smartskin keys show up.
  22. For which bones exactly? All four of the bones with smartskin on them. They seem to get smartskin info written into them but it's not doing the deformations.
  23. I tried the mirror mode tolerance but i still get only partial or no mirror with the smartskins.
  24. I'm looking at it. Is this mesh imported from a polygon program by any chance? It has a lot of splining things that you'd really not want in an A:M model.
  25. I would make a video out of it so you and other people could see what to look for and what to fix. If you could send me the problem version and the last version that didn't have the problem that would help make hunting easier. Make it a PRJ with the models embedded.
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