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Hash, Inc. - Animation:Master

robcat2075

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Everything posted by robcat2075

  1. This would be my first gambit. After i did this and tested it I woudl make changes but this woudl be my first guess is i were trying to make a smooth bend. In the diagram the fraction refer to percentage weights between the "pelvis" (I'm guessing what that bone is called in the 2008 rig) and the leg bone. However, I would seriously consider putting the origin of the leg bones higher in the hips (green X). That woudl be more anatomically appropriate and and easier to weight convincingly. (A different set of weights than I have marked here for the existing placement).
  2. That's a pretty convincing fur look. If there were some way to roughen up the silhouette edges it would be a complete illusion.
  3. No table that i know of. Or is there? If you can show an example of your undesired result it will be easier to make suggestions
  4. "dots" like you eat at the movies? That woudl be a good one for Christmas.
  5. First, I'm presuming you have a character in a choreography with some animation done in the choreography. If you have the model selected under the Chor, then the curve view will show all curves including poses, if any. Under the model, under User Properties, the poses have their entries where they can be selected individually to show their curve in the curve view. If you have the pose window open you can also select the pose there to see the relevant curve in the curve view. If you are poking at this stuff under the character's listing in the Objects folder... don't do that unless you are wanting to edit the character itself.
  6. Is it the last one in the first post?
  7. Is that a smoking jacket?
  8. Happy Heathday!
  9. Well, this was going to be an 11 Second Club entry but I've decided I probably can't animate 11 seconds of dialog in the remaining 4 hours. But it might have looked something like this...
  10. Welcome back! I think you'll get back up to speed just fine. A contest was just announced. "Pirates" seems to be the theme.
  11. Oh dear, I'm sorry to hear that. My condolences to you and your family.
  12. The simpler, not-spline attached arms look more appropriate in this case.
  13. This is odd. Now the hairs appear fairly randomly except for past the elbow on one arm, where they just have one out of the center of each patch.
  14. Now with pointy sharp things... plantTest000.mov I don't like the way I've attached the arms now. Real cactus arms are more like buds sprouting than continuous surfaces. I also notice that the hair seems to use the same random pattern on every patch. I woudl need to mix that up more if I were going to pursue this further.
  15. No. The renderer is always single threaded and the non-renderer things (example "finding patches", an internal modeler process) use Open MP which uses whatever threads are possible or necessary.
  16. Thank you for all your good work! Happy Birthday.
  17. ah, the memories! Good looking cube parts!
  18. A quick TSM2 rig and a few quick poses... CactusPoses.mov
  19. I dimly recall encountering this. i don't think they get baked. Sounds like AMReport material.
  20. Now with a somewhat more organic attachment of the arms.
  21. The typical way to animate a scene where people walk around and do stuff is to animate each step just like it was anything else that needs to be done. If the shot could be broken up with some reaction shots so we don't have to see teh guy walking around continuously the animation could probably be simplified quite a bit.
  22. If you are absolutely determined to use a walk cycle, you could set up all the walking on a path first, then bake that, then shift some of the keyframes later to make a space for doing your non-walk-cycle animation (which will need to lead into where the walk picks up again)
  23. Are they saying anything?
  24. Starting a character...
  25. Attempt with my Al Capone head
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