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Hash, Inc. - Animation:Master

robcat2075

Hash Fellow
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Everything posted by robcat2075

  1. I like the ones that don't give the story away.
  2. looks like a sea of yarn!
  3. Here's an additional idea... instead of manually changing the multiplier in each expression, you could initially set some number larger than you would ever want and then later reduce the over all effect by lowering the "Blend Ratio" under "blend method". That number could also be set to zero during holds so there is no jitter at all, as with a tru stop-mo model.
  4. Here is a solution that allows you to animate normally and add jitter without having to add any bones. Random_Jitter.mov Setting your project to a low frame rate like 12fps will also help with the stop-motion look.
  5. For anyone interested, I will note that my previous tutorial video on Transfer_AW can be found at http://www.hash.com/forums/index.php?s=&am...st&p=349962
  6. CTRL-D will toggle Show Decals You can also set Show Decals On in your render settings when "Shaded " quality is chosen
  7. Best wishes for all your birthday poses!
  8. Here's a brief clip that shows the result of a simple 48-patch mesh with two bones + one fan bone used to weight, via the Transfer_AW plugin, a 6016 patch mesh that has only the same three bones. AWsampleH.mov
  9. I notice that the OBJ plugin includes a "scale" factor. You might make a feature suggestion at AMReports to have that added to the STL plugin and that would probably happen.
  10. I can post a little more on the process I use soon. I have a project that I finished last month that might be a good teaching example on how to do this on the cheap. Charles My guess of what you do is to put new splines over the old model to represent the edges of the fabric you want to cut. But how do you flatten those pieces out accurately? When you get to explaining more, that would be something I'm curious about.
  11. Thanks for posting that! That is very cool thinking-outside-the-monitor! Perhaps you've already noticed A:M v17's new feature for fitting new splines to old models. I be that would be useful in this sort of endeavor.
  12. Happy Birthday to you and all your Zandinians!
  13. The .05 was for the rights to Howard the Duck. I wonder what this means for future Indiana Jones films. I wonder who besides Lucas is in on that $4 Billion
  14. You may want to decrease the realtime-option at the hair-material. Find the Density Factor property under Hair System>Realtime It can be set very low and still give you a sense of hair position and movement
  15. Happy Birthday, wherever you are, Glenn!
  16. I finally got to the end of a game. Very amusing!
  17. Doubling bones can happen by dragging a bone in the PWS while depressing CTRL. You don't have to drag it far and it is possible to do it unaware. For CPs getting unweighted... haven't seen it but if you can make it happen, that would be useful to see.
  18. Still, they probably won't put any of that on their endorsements page.
  19. Happy Birthday to our new TechRef organizer and updater!
  20. He looks cool. I know nothing about game characters so i don't recognize him.
  21. I like that very much!
  22. Happy Birthday to the creator of "Izzy the Busy Squirrel"!
  23. that's a pretty goof GOOD sack!
  24. Fantabulous! I'm glad it's finally made an appearance. Tell us more about this project.
  25. OK, you made me chuckle.
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