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Hash, Inc. - Animation:Master

robcat2075

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Everything posted by robcat2075

  1. You could put a Post-It® over it! No, it can't be disabled. In later versions there are several animations that rotate.
  2. It's a lot easier if you post a sample PRJ (and are you saying it works fine if you do the second route?)
  3. Bachelor #1 the IBL is a light source like other lights, it illuminates things without being visible itself to the camera. You only need the dome if you want the camera to see sky in the background. That is my understanding of it.
  4. Lookin' good. Have you tried FakeAO with the hair? that might help to darken the skin and hair roots. The problem I see is when the surface is angled such that the hairs are pointing straight at the camera and the hair doesn't appear to cover the skin.
  5. It's pretty much the same as going back to the model window and changing the model. You aren't creating animation, you are changing the original shape of the model.
  6. Yes, the knob bone would be a child of the door bone.
  7. v14? maybe there was a v15 that ran on a CD? v13 everything from v13 on should be able to do that. In practice there are a few problems with constraints from VERY old versions like v5
  8. Try turning ON or OFF the anti-aliased lines settings for Open GL in the Options "Don't disable Aero at startup" should be not checked
  9. Rough rule... you attach it when it looks better to do that. Organic things tend to be attached together. You would attach toes to feet but not a doorknob to a door. I'm not sure how a flower petal is really attached to a stem. There tend to be so many petals that you can't see the attachment anyway.
  10. in the PWS make the other model Not Pickable, with this icon
  11. Welcome back to A:M!
  12. They default to left for me. What browser are you using? (Not the same browser you had when you got A:M, I hope)
  13. It is exceedingly rare that you would want to enter Modeling mode while animating in the chor, as this makes changes to the model and doesn't merely repose it as you do with skeletal mode. I have some videos on "keyframing basics" in the tutorials link in my signature that may be helpful to you.
  14. Short answer, no. Somehow A:M would have to have to be storing a keyframe unchanged even after you change it. For how long? A keyframe on a character might involve many bones. At what point does the software decide that "the way it is now" is the the thing it needs to save that you might want to come back to? I don't see a practical way to do that. I do save many many versions of my work as I progress. in a desperate pinch it is possible to reload an old chor, copy a keyframe from it and paste it onto the new chor.
  15. Distortion box! That's cool the way it starts out looking like plaster.
  16. Happy Birthday, Mike, to you and all your McKnuckles.
  17. When I run V11.1i, with the CHM from the orangutan CD installed in its program folder, and do Help>Help Topics i get a window with this is in it: The little purple books are expandable by double-clicking on them and have expandable sub topics. Isn't this what you want?
  18. I like the lobster pincers!
  19. Welcome back! Your avatar image looks familiar so you qualify as an old-timer.
  20. I probably should retract my story on the CHM. I see that Microsoft now offers a tool to create them. So I'm not sure what the reason is that the current CHM is just links to the tech ref.
  21. No, there isn't a way to put simcloth into earlier versions. There was a cloth capability in A:M before simcloth and I think it is in v11. It involved a wizard that you applied to meshes. I'm hazy on the details. I think if you look in "The Art of Animation:Master" booklet for v11 it has a "wave the Flag" tutorial for that version of cloth. But I don't have that booklet with me so i can't confirm that. If it isn't there, it isn't there.
  22. I dimly recall there is a problem with making new .CHM files Martin told me it's a proprietary format and the company that creates these CompiledHelpManuals went out of business. Sounds crazy to me but that's what I recall him telling me. However, it occurs to me that you already have the the proper CHM file on your Orangutan CD. Look in the Documentation folder and copy the master.chm file to your AM v11.1 folder. That should work. i should have thought of that sooner.
  23. I don't think so. If you were to copy the one from your v10.5 to your v11 folder that would probably be the most relevant. But most of the changes in later versions would be the addition of features rather than changes to existing features. One significant feature change I can think of since v11 is that displacement mapping no longer requires a dense mesh to work. It works on any mesh now.
  24. How's that broad jump doing?
  25. I don't know enough about the 2008 rig to say. You might ask in one of the threads for that rig for an expert answer.
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