-
Posts
28,119 -
Joined
-
Last visited
-
Days Won
375
Content Type
Profiles
Forums
Events
Everything posted by robcat2075
-
Pricing animation by the second is like pricing cars by the foot. Think of a tactful way to say that.
-
Happy Birthday to Steffen Gross, who debugs A:M, adds new features and does a fabulous job with it!
-
Here's the basic problem that needs working around... You can copy and paste keys within a pose but what you are copying and pasting are offsets from the original position of the model's CPs. You can't paste an external shape into a pose, even though it may appear to be the same model, because it is a different kind of data. It is a model of absolute positions in space, not a collection of offsets. Since the Soulcage guys seem to have this solved I'd say pursuing them for more information woudl be a good way to go.
-
Distantly related... the Transfer-AW plugin works by knowing when CPs from different meshes are close or in the same place. Presumably, some plugin could be devised that would rename the CPs in mesh A based on same-located CPs in Mesh B. Did you ever get the MDD import thing working?
-
This is the product of reading "How to Talk With a Scottish Accent" on the internet. It's possible this may not be completely authentic. 5minuteScot.mov
-
I know of no way to automatically place many bone like that at once. If this is a pressing business need I'd suggest hiring a file format guru who can engineer a more direct translation of the morph-target info to an A:M pose. I presume the morph targets are similar to A:M muscle poses in that they are translations of a point in XYZ space to a new point in XYZ space.
-
Have you solved the problem of getting the morph shapes from the other Polygon app into A:M? Even to the heavy mesh version? If you don't have that I'm not sure what the rest of this will get you.
-
I think a good answer to the client would be... "There are so many variable factors in animation now that 'cost-per-second' isn't a reliable metric anymore. Projects need to be to be defined, budgeted and bid as a turn-key whole."
-
Choose "uncompressed" in the compression settings for AVI. That's the only off-the-shelf AVI codec that works with A:M. It will make a huge file. Recompressing to Quicktime with Quicktime Pro or in 32-bit A:M is recommended for web posting.
-
Now, i THINK...you can... -in a pose, "Group" constrain a bone to a named group, even a group with one CP. (you'll have to zero the offsets manually) -put that model in a chor and turn the pose on, causing the bone to move to that group -export that model from the chor as a new model with the pose alteration baked in the bone placement -reload that new model with altered bone placement how close does that get you?
-
Technically possible idea... If every CP were attached to its own bone , that set of bones could be dragged into another model and the other model's CPs attached to the bones. An Action that worked on bones would work on either.
-
-
-
Couldn't quite get it down to 60 seconds.
-
I'm looking forward to watching your progress on this. Looks good!
-
This started out as a project to use to talk about extrusion and five-pointers and holes but got too complicated for that purpose. SpaceRay!
-
Thanks, Mark!
-
Under the Newton properties for an object there is the line Extended Material Click to Select Is anything supposed to happen when i click that? The first time i tried it I got a little dialog box that said "Big Problem" But since then nothing, even after doing "reset all settings"
-
I have trouble with the green body color. Is that a 70's avocado thing?
-
I recall some old Saturday morning cartoon where some supervillain escaped by changing the color of his jet in midflight. Like that.
-
Very cool, marcos!
-
In short, CG images are created backwards. In real life light is coming from a source, bouncing off something and then into a camera... In CG, a line is drawn from the camera until it hits an object surface, That surface is examined to see which way it is facing. If it is facing a "light" (really just a point in XYZ space) it is drawn brighter, if it is facing away it is drawn darker. So there's nothing really "bright" about the "light" itself. It's really just a marker that the computer uses to calculate if the object should be light or dark. In A:M, when a light is given "width" other than 0, it isn't like a large sphere that is emitting light outward. The position of the light is jittered randomly around that space. It's possible that if a light width were larger than an object at the center some of the jitters might result in a surface being illuminated.
-
Are those particles or Newtons?
-
Too bad you can't control particle emissions with a bitmap like you can on hair.