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Everything posted by robcat2075
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this dialog performance stuff is very challenging. Basic body movement notes I'd make... -never move the hips in straight line from one pose to another. Always dip them in the middle a little bit. 99.99% of the time this will look better and i haven't found the .01% where it doesn't yet. it's like a pendulum swinging fast through the bottom and slow at the ends. It's more complicated than that, but that's a starting tactic that always works better than a straight line. notes on hip movement http://www.hash.com/forums/index.php?showt...799&hl=hips - hips typically are not level while we stand. We typically support our weight over one leg and let the other side sag. Classic example: - the shoulders never move alone while the hips remain motionless. A good mime could do it but real normal people don't do that. Typically the shoulders will move to counter the hip movement (think a hula dancer). -In general we tend to slouch from one posture to another and stay in each one for a while rather than soothly morph between them with no pauses.
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OK, given that... I'm not sure I see anything that you've added that requires the post-Rigger bones. Isn't everything weighted to the bones that were already there before Rigger? (that's the way it's supposed to be done)
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My mistake, that's created by TSM. I hadn't noticed that before. That's very odd. But that's good news... I was afraid it was some custom thing you had done on hidden TSM bones. So... you haven't added any fanbones or smartskin to this, everything you've added is for the face rig in the head, right?
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I'm looking at this... what are the relationships for that bend the tip of the fingers backwards?
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So, I need to think of a plan B. Don't do anything yet. Normally none of that should be done with bones that are added by Rigger. Smartskin and weighting should always be done on just the bones made by Builder.
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Whats not 100%?
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This should take 5 minutes at most. If it is taking more than 5 minutes something is wrong. Stop.
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I'm guessing you don't have a pre-Rigger version saved? that's not a rhetorical question. i need to know whether you do or don't before we make the next move.
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I'm guessing you don't have a pre-Rigger version saved?
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This is a picture of the Compensate Mode button It's next to the Magnet mode button
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First... I think some things need to be fixed in the rig -the foot IK control bones need to be at the bottom of the foot with the origin right at the heel rather than below the feet - the body bone is in the right place and is as TSM typically places it but that is upside down compared to normal rigging conventions. The biggest drawback is that when you are editing your curve for the vertical on that bone, down is up and up is down which is confusing. The easiest way to fix this is to go back to the version of your model you saved just before you ran Rigger (the last of the three plugins), move the bones to the correct place, then run Rigger and resave, but not over your previous version. If you made a bunch of changes to your model after you rigged it, then it's a bit more involved, but first tell me if the first plan is feasible.
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Welcome to A:M! in the model window and do New>Pose>On/Off in this Pose you can create new constraints and the Pose is saved as part of the model. First... after you select the Aim at Constraint turn OFF the Compensate Mode Button See if that solves your problem.
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i should have given you an actual lecture before I set you out on this test. Sorry! Now that I see the PRJ i see some fundamental workflow problems that can be solved. Stay tuned.
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You will want to ask for an AMReports login from jason @ hash, it's not automatically teh same as your forum password although if you don't have v17 you wont' have much to report. "centered", I don't know.
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It's AMReported now. http://www.hash.com/reports/view.php?id=6291
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Holy S### I have an old v14 beta that I can run with my v13 disk and yes, displacement mapping does work in regular render. Why didn't someone say this earlier! I think Martin told me once that it had to be done with multi-pass.
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If i use displacement in a regular render I dont' get shading. How did you get that? Im still using v14c.... Hmmm... i never had 14 so i can't try that. But if it works in v14 we ought to be able to have it now.
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Select only one point on the spline (not the whole spline) then press the lathe button. Selecting one pint will make A:M use the Y axis as default.
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If i use displacement in a regular render I dont' get shading. How did you get that?
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theguy (at) brilliantisland (dot) com
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I forgot about the fire! Glad to hear your recovery has gone well. That was supposed to be "our"
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the big hit is that you have to use multi-pass to use displacement maps In a test case (where the object covers about 50% of the image) a bump-mapped model takes 44 secs to render in 16 passes while a Displacement-mapped model takes 64 seconds which is not much more. But the bump mapped model can render with the same anti-aliasing quality in a non-multipass render in 7 seconds. If you drop the Displacement render down to 2 passes it will come in about the same as the regular render bump map case.
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The timing finally looks plausible on that one. That's better! If you don't mind sending me the PRJ with the character in it I can show you where to go with that. You could even delete most of the mesh, just leave the legs and torso. You could email it to me.
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Fabulous birthday wishes to out fabulous forum moderator!
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-The impression of motion I get from both of those (and had a bit on your previous take) is that he jumps up, flys forward, then drops down. It's not quite as rectangular as that description, but it's not moving like a jump. I think you've gone from an arc that is too triangular to an arc that is too flat across the top. -He's still overshooting his landing. -He's not slowing down before he lands, that's better than it was, but he's now suddenly slowed the moment he contacts the ground.. Remember our ref video... the slowdown should come you approach the squash position at the bottom, there shouldn't be sudden drastic change of motion at the moment of contact. the body needs to sail thru that moment. Watch the crit again, I explicitly point that out, notice that the dots tacking the hips don't suddenly get closer together the moment the feet touch the ground. It's impossible for that much mass to suddenly change velocity. Spacing like this doesn't happen: *---*---*---*---******** motion changes velocity gradually (unless there's a wall involved) *---*----*-----*----*---*--*-**