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Everything posted by robcat2075
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The heavy push is a difficult thing. -The heavy thing must behave as if it is heavy. It shoudl be slow to move and slow to stop moving, and slow to reverse direction. -The person must appear as if he is exerting force against something heavy. Your man rarely positions himself so that the force he can generate with his legs is in line with where he wants that ball to. He needs to get himself between where his feet are planted on the ground and where his hands contact the ball. -Those hands and feet can't be wandering while he is pushing. The hands particularly are floating too much onthe surface of the ball. Just on a staging note... I'd make that ramp the ball is on much narrower so we can see the incline vs. the ground easier. Until I looked at the horizon i wasn't sure there was an incline there.
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demonstration: ConstrainToSeeSawH400.mov
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I should add that it is not Paul's fault this project is behind. I'm the one he assigned to do this thing that is supposed to get done and i haven't gotten it done.
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Paul Harris (fae alba) is the real Producer of this project. Any proposed plan will need to be coordinated with him.
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Whenever you constrain something to something that rotates (like a see-saw or a ball) you need to use both a "translate to" constraint and an "orient like" constraint. Are you doing that?
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Captain Crazy Pants works out
robcat2075 replied to NancyGormezano's topic in Work In Progress / Sweatbox
Another great Nancy creation! Nancy, could you talk a bit about why you liked the result you got with TSM2? -
Very impressive texturing. Will you add some detail to the rest of him?
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That's gotta be a record number of entries! Jason, I have a suggestion... for v19 Make it part of the contest that you will post all the entries for some brief period (48 hours) with voting not enabled and that the artists need to check it in that period to confirm their entry is there and alert you if one is missing. That would allow you to add the occasional overlooked entry without having to restart the voting.
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I need to apologize to Paul Harris and everyone who has contributed to this forum project as I have not fulfilled my commitments to it. I'm afraid my ability to focus on and follow-thru on complicated endeavors like this has declined greatly over the past year. If Paul would like to recruit someone else who could put this together sooner than I would I think that would be a fine idea. The project can be completed as intended. The task is fairly straight forward: -Collect all the contributor segments. Aside from the uploaded ones, Dhar Jabouri has a nearly finished segment. I've inquired with him again and he may be able to retrieve it from his computer which is in storage now. That would need to be rendered. Also I recall Matt Campbell had a segment or two to contribute that were not uploaded. -Assess the segments to determine a good order for them and for possibilities to link them. -Assess the segments to determine if any audio is needed. -Create an intro and a conclusion segment to establish the premise of Rear Window. -Create linking animation between segments as needed. -Edit them all together I can probably answer other questions that might arise including about the stereoscopic editing. Again, I apologize for having fallen down on this. I wish I had unbounded enthusiasm and energy for extended projects these days, but i don't and i don't see it returning any time soon.
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Right now, distortion boxes give the same kind of deformation that weighted CPs between bones do. For this sort of feature to be a big advantage I think a new style of deforming would need to be created.
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When I was in SF recently I went through the museum of Asian art. I was curious to look at some of the statues of those multi-armed gods and goddesses they have but they didn't seem to want to solve the problem in any anatomically plausible way so i didn't get any great ideas from them in that regard although some of them were amazingly intricate in a way that European stone sculptures are not.
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Wow, that face thing is very creepy!
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Those are big arms! He reminds me slightly of Oddjob from "Goldfinger"
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Do you have a project in mind for him?
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Those leg warmers went out in the 80's. Looks good!
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v18.0 mascot Contest - It's that time again!
robcat2075 replied to Jason Simonds's topic in Contests/Challenges
Well, that's just not fair if werewolves and vampires are entering too. -
How to place camera at same view as perspective view?
robcat2075 replied to Carol8's topic in New Users
I do recall using it once to recreate a specific birds eye view i needed to do something. I wrote the numbers down and typed them in manually when I needed the view again. -
Download 32-bit v16 install it and use it. you only need to copy your license0 file from v17 to v16
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i believe the tech ref feature needs to be recoded. The old form (compiled HTML) no longer works because of a security change in Windows. Steffen is working on it. For now, use text search in the PDF version of the tech ref.
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I started one a while back and can't find it now. Built in Screen Space Ambient Occlusion is the big one. Polygon export up to 4096 No more Direct 3D Sticky Mode option Screen snapshot button You could check the change list on AMReports which has everything , including fixed bugs.
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How to place camera at same view as perspective view?
robcat2075 replied to Carol8's topic in New Users
I assume you to mean a very slight movement. Just enough to get us out of camera view. No, I meant a large move so that they are quite different. This just demonstrates that the numbers are describing a position in relation to the currently chosen object and not an absolute point in space. -
How to place camera at same view as perspective view?
robcat2075 replied to Carol8's topic in New Users
try this... create new blank chor select the camera view Turn out of it and Zoom out until the camera can be seen. The center of the Turn should be the 0,0,0 point of the ground Click on the camera to select it, then press T for Turn. Watch the numbers for horizontal and vertical on the bottom change when you click in the back ground. Select the ground again, the press T again. The numbers will revert to what they were before when you click on the background again. -
How to place camera at same view as perspective view?
robcat2075 replied to Carol8's topic in New Users
Those numbers seem to represent some sort of angle and distance from what ever the currently active Turn center is ( the last selected object) -
I just tried it in 32-bit v16 in Windows 7 and it works as it always has. All three plugins worked. You are absolutely sure you are using 32-bit v16, of course. And you have the "TSM2" folder in the "HXT" folder in the "v16.0" folder in your "Hash" folder in your "Program Files (x86)" folder on your C drive. And in that TSM2 folder you have the "components" folder and the "scripts folder" and they have files in them. Create a new blank model window. Do >Plugins>Wizards>TSM2 Builder It crashes when you do that?
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How to place camera at same view as perspective view?
robcat2075 replied to Carol8's topic in New Users
Someone with a lot of patience should investigate those numbers at the bottom of the screen that describe the current view point.