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Hash, Inc. - Animation:Master

robcat2075

Hash Fellow
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Everything posted by robcat2075

  1. If you want to send me the chor I can look at it in a text editor. You can send it in a private message if you want. Steffen has made another stab at fixing that bug for v18, I haven't tested it out yet.
  2. Here's what I see... SimonBalance3D_notes.mov
  3. I don't know what the exact economics of it are. The software that makes it work has to be licensed and typically costs a fee per dongle. One vendor I just looked up charges about $20 per dongle depending on the quantity. Shipping that to a customer would add $10 or more. And, if it were me, I'd add some charge on top of that to recover the revenue lost from people who are no longer buying multiple subscriptions. This might be a $50+ cost to the end user. There are dongle schemes where the end user provides the USB RAM stick and the key is installed on that but i don't know how those are regarded security-wise. Apparently they have not put the physical dongle providers out of business.
  4. I'll note to clarify... The original TSM was a stand-alone program that you would run a saved .mdl file through. It will work only on models from v12 or earlier because of the file format change in v13. Those models can still be loaded in later versions of A:M. TSM2 is a plugin that works within A:M. It still works in 32-bit Windows versions of A:M up to v16. It doesn't work in 64-bit windows versions of A:M and doesn't work in current MacOS computers but you can use it to rig your character in a 32-bit Windows version of A:M and then use your model on a MAC or 64-bit version of A:M. You can use your A:M license to run both 32-bit and 64-bit versions of A:M on one PC.
  5. I'll note that a new FakeAO is coming in v18 for both Mac and PC.
  6. It's been suggested but it's currently not an option. I suppose it would be an extra cost option if it happened. I wonder what that would be worth to people.
  7. I remember when I was at Animation Mentor (circa 2005) I was told that such a thing would be impossible!
  8. I'll have to refresh myself on the distinction. Does the TSM2 manual (found in the install folders) explain anything? I shall go take a look again (don't remember reading anything about it). I dimly recall that the difference is between FK arms that maintain their orientation to the torso as it rotates and FK arms that maintain their orientation to world space as the torso rotates.
  9. Looks sharp, Matt! Maybe your corporate bigwigs should meet my former corporate bigwigs. Their last theme was "right hand turn."
  10. Mark Skodacek has devised an add-on for seamless switching. Prior to that I would scrub back and forth from the FK frame to the IK frame and refine the match. I'd match the hand position first then move the elbow. i dimly recall that with spine stretching set to 0% the spine would remain a constant length no matter how far the torso target was away from the top of the spine, while at 100% it woudl strethc any distance to reach the target. I'll have to refresh myself on the distinction. Does the TSM2 manual (found in the install folders) explain anything? I bet a cloth simulation would work well there.
  11. I'm rendering someone's Rear Window segment. I seem to recall that there should be a texture where I've marked the red Xs. What is missing there and how do I get it back?
  12. Overall. I'd say that has a more convincing air to it than the first one. He's never really standing up straight at the beginning and never quite over his feet. He's hanging right off the back edge of his heels which looks awkward. Count 3 frames after the heel hits the ground. Notice how the kne is almost locked in space from frame 3 to 4 and the body pivots over it. It's common occurence in CG but it's oddlooking. The knee was fairly fat through space and then froze for those two frames and then started up again. Probably could have avoided that if the hips had generally dipped down more during that compression phase of the motion. You want the leg to look like it's pushed the body into the air and you're not giving it much opportunity to do that by leaving the hip so high.
  13. I'm looking at that reference video. I regret that they've edited around the transition from her standing on two feet to standing with one raised in front of her. But compare the forward tilt of her body at 0:17 to the rearward tilt at 0:27 when she has the leg raised. I'd definitely want to make that clear and note that the transition happens as she raises the leg, not after she has raised the leg. They also don't show the crucial side view when she falls forward onto the front leg. When your character falls forward he jolts forward as if he had already been moving. He's starting from a standstill, he can't be suddenly moving, his mass needs to start slowly and accelerate to the ground. Important point from the bouncing ball video... Falling objects start slow and accelerate on the way down. I belabor that point because it is so crucial to these sort of motions. Here are some video notes... SimonBalance3_h400.mov
  14. For English-speakers I'll note that the comma in a number such as "95,7047" is like a decimal point. I think.
  15. Very impressive!
  16. This post (#4) has a video in it that shows the image sequence import process and how to use it on an object
  17. Looks like you still have it. Welcome back to A:M-land!
  18. Congrats on your latest success!
  19. I think the only solution is to download the video via one of the sites that can do that with a YouTube link and then play it in Quicktime.
  20. Good-looking winners!
  21. Here are some notes on the most recent clip... SimonJump_h400.mov
  22. Sometimes these things can be finagled with curves and sometimes you just have to position and key the thing on consecutive frames until you're out of the problem patch. In school they taught us to track the body parts by drawing dots on the screen with a dry-erase marker. That worked with a glass CRT monitor, but you can tape a plastic sheet over the plastic screen of a modern flat monitor. A:M also has Onion Skin which can help in many tracking situations.
  23. Here's a set of binoculars made for me for this project. You may need to inquire who made these so they may be credited. binoculars.zip
  24. There appears to be a link to one in post #3 here... http://www.hash.com/forums/index.php?s=&am...st&p=316781 ...but the link is dead. I think that is Rodney's thread. Maybe he knows why it doesn't work.
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