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Hash, Inc. - Animation:Master

robcat2075

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Everything posted by robcat2075

  1. uninstall and run the installer you downloaded or download whatever is current. (save the master0.lic file somewhere temporarily, then copy it back in after you reinstall)
  2. Great cow tail, Nancy!
  3. for trappings on a boat, I think dynamic constraints would be easier.
  4. Try Help>Reset all settings.
  5. You don't need to turn on the Grooming toolbar, the grooming tools become visible when you turn on Grooming mode (in either a model or pose). It's the thing that looks like a hairy rock, between Bones mode and Muscle mode.
  6. Certainly you could get something similar with a dynamic constraint The real goal of an exercise like this is to further the student's understanding of what you can do in the curve editor to control the motion of things. Most things can't be animated with automatic physics but most keyframe animation can assisted with knowledgeable curve editing.
  7. It occurs to me that an alternate approach is, after deleting the edge splines, select the 6 splines that now border the rounded edge and slightly shrink them. This would be the opposite of adjusting the side interiors and can be done in one step rather than six. the three-pointers on the corners need a separate adjustment, another slight shrinking.
  8. My first gambit would be to use the Primitive wizard to make a "subdivided Cube", then manually delete all the splines that are on the edges. MakeBeveledCube.mov
  9. that looks nice!
  10. real pendulum are not floppy, but some animation school somewhere says they are. Here's one way to do it with minimal keyframing and mostly curve-editing...
  11. Set the "Collision Tolerance" in the Chor Properties>Plugin properties>SimCloth to some low value. I believe it represents cm.
  12. Looks like there's lots of blow-by-blow on how to use the radiosity to get that look. Long render times though!
  13. That looks like a bathroom that was used to demo some other renderer?
  14. The only AVI compression supported by 64-bit A:M is, ironically, "uncompressed" (file will be huge) 32-bit A:M can also do "Cinepac" AVI Quicktime has many better choices but 64-bit A:M doesn't have Quicktime.
  15. Simcloth is in the textures folder... SimCloth_64.atx
  16. Just out of curiosity... try dragging the v17a simcloth plugin to v17e and see what happens.
  17. did you ever post a sample PRJ that crashes for you?
  18. Welcome to A:M! It's Y2K ready!
  19. I'll be curious to see how you place the shadow people.
  20. If it was good in 2003 it is good now. The interface has stayed put. Offhand I can't think of any of the new features that would obsolete what is taught in videos from that time. Sometimes someone thinks of a more clever way to do something Which videos are you watching? "The Art of Animation:Master" tutorials? One change I can think of is that the "Compensate Mode" button turns itself on by default when you create a constraint. That does affect one tut that presumes it will be off by default. That's the only one that has come up in my recollection. If you get stuck, ask!
  21. I think that's great that Grandma saved it!
  22. The OBJ exporter has options for more than 4 polys. Is there a reason to not use more, other than file size?
  23. If you could make a button to press in A:M that would export something that would render that same in this GPU renderer as it looked in A:M that would be a very useful thing. But it looks like you will have to know quite a bit about lighting and texturing in Blender to re-create what ever look you had in A:M.
  24. Did you export the chor as a single model or were the blocks and the character separate OBJs? How much does the GPU result look like the A:M render?
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