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Hash, Inc. - Animation:Master

robcat2075

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Everything posted by robcat2075

  1. 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.
  2. I'm guessing you don't have a pre-Rigger version saved?
  3. This is a picture of the Compensate Mode button It's next to the Magnet mode button
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. It's AMReported now. http://www.hash.com/reports/view.php?id=6291
  9. 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.
  10. 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.
  11. 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.
  12. If i use displacement in a regular render I dont' get shading. How did you get that?
  13. theguy (at) brilliantisland (dot) com
  14. I forgot about the fire! Glad to hear your recovery has gone well. That was supposed to be "our"
  15. 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.
  16. 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.
  17. Fabulous birthday wishes to out fabulous forum moderator!
  18. -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) *---*----*-----*----*---*--*-**
  19. I'm not sure what I really want, it may not be do-able. Mark's ear suggestion is a promising one. Is there a head with good ear on it that would lend itself to SSS?
  20. Good-lookin abs! "The A:M Abs workout"
  21. I separated the audio into bass, mid, high and top versions with the EQ filters in Audacity. After applying the plugin to the audio i deleted all the "bottom half" keyframes of the waveform and rescaled what was left to fit from 0% to 200%. WILh400.mov It has promise. I think it would benefit from some sort of smoothing or peak averaging to make the amplitude result more resemble the perceived volume of the sound rather than track the instantaneous level of the waveform itself.
  22. The model is saved separately? Can you load the model as a model?
  23. that one might be a bit too uncomplicated What is that?
  24. Too many other factors in that, I'm afraid.
  25. Something that is an obvious example of SSS and looks good for it. I realize that's vague. I like Jeff Bolle's Alien but it also has many texturing details that are not specifically SSS so it's hard to hold it up for 3 seconds and say "that's SSS" without further explanation. That's the problem.
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