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Everything posted by robcat2075
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Charles Babbage ("Dr. Phibes" on the forum) noted on Facebook that he used A:M to design the fabric patterns for this "Kirby" acclaimed by one observer to be the "cutest mascot" at PAX2012. Charles also explained that the person inside the mascot navigates via a video camera in the character's mouth. Other Related Links of interest: http://www.hash.com/forums/index.php?showtopic=41888
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You are allowed to make a new spiral for different effects. I'm not sure it even has to be a spiral. **** The Treeez wizard is a rare case of doing something in an Action that changes the actual model and you need to resave the model to keep the change. Actions are usually bits of animation that get used with a model but don't change the original model file. Doing something in the model window, of course, changes the model and will change the copy of the model (notice that the chor calls it "shortcut to...") in the chor. On rare occasion (ex: adding a constraint) you may need to force a save to get the change to go through to the chor. If, in the Material window, you edit a material that is on a model, the appearance of the mode in the Chor will change also. If you edit the material's parameters in its shortcut in the model those changes override the original material parameters in that particular model only (and this will show up in the chor). The original Material is unchanged. If you edit the material's parameters in its shortcut in the model in the chor those changes override the original material parameters in that particular model only in that particular chor only. The original Material is unchanged and the original model is unchanged.
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It does seem a bit of a outlier. I'm not sure why that has to be done in an Action. Consider that the Extrude Wizard does something roughly analogous, but does it all in the modeling window.
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A tut? I'm not sure. I'd have to know more about what you mean, but the core info-center in A:M is that Project Workspace with its outline view on the left and its timeline on the right. It is a total view of everything currently in your project. The other windows like Properties and Poses and "Timeline" are more context sensitive. They generally just tell you about what you have selected right now.
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Here's a screencam I did as a "dress-rehearsal" for a walk tutorial. I haven't "released" it because I decided i could do better on the essential concepts but until I get around to doing better, it may be helpful. This tut addresses making a conventional walk cycle that we put on a path, but the physical mechanics of how bodies walk and what the main poses are for animation are still valid for walks that are directly animated in the Chor BasicPoseToPoseWalkH250_Part_1.mov BasicPoseToPoseWalkH250_Part_2.mov
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In my screencam vids (link in my signature) on walks there is discussion of how the foot lifts when it is being brought forward to the next step. That would help reduce the shuffling look you character has. (Those videos were specifically about a walk we were doing for TWO, where a walk action was manually repeated in the chor rather than used on a path, but the essential motions of walks will still apply)
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Here's the approach suggested by Pixelplucker earlier VortexH.mov Each spline ring is on its own bone. One pose rotates the bones and the other pose scales them. StarsBlackHole.zip I lifted that picture off of APOD so it's probably not free to use, it's just for this demonstration.
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You can preview a few pages on Amazon... http://www.amazon.com/Exercises-Style-Raym...u/dp/0811207897
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From the always-reliable Wikipedia...
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My corporate media horror story. I have that. It struck me as being a bit too contrived but... he tried.
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I think the Treeez plugin has been included since v16. If you have an old version of A:M it might not be avaiable. edit: I see you have v17. You should be set.
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And there's still a month at least to figure it all out
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I'm not sure what I'm looking for in those two, are they different? The odd fits are the best ones. Zip it all up and I'll take a look at it.
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Can you show us few sample frames with both methods?
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"honey... what's this charge for "Hash" on my credit card?"
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just FYI... Steffen is strictly programming A:M, he's not involved with maintaining the Hash site or the Hash store.
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If you want to ZIP the whole thing up and I'll take a look at it. Go back to the last unbaked version that seemed to be otherwise working right and ZIP that. The baking files could be many GB and I'd never be able to download it.
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I'm not sure of the problem. Hopefully an SSS guru will look in.
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Nope, you have them facing out, so that should be OK. I can't see that you have the extinction distances set to anything.
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the black may be because the normals are in the wrong direction? My experience is that bump maps are not compatible with SSS.
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A true camera in the Chor should always revert to a full view of whatever its frame has been pointed at when you return to it, unlike the default front/top/side views which "remembers" the zoom setting you last used it at.
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In the objects folder your off-kilter cameras can be set to Type>Orthogonal so they have the same flat perspective as the default front/side/top views have.
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Welcome back to the forum! Hmmm... how could we test that idea out... Yeah I think we'll need to see what you are seeing.
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Did I not talk about setting the "ease" on the path constraint? (I actually don't remember what all I said in that)
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Bitmap Plus materials working with imported props!
robcat2075 replied to NancyGormezano's topic in Animation:Master
I think most of that is indeed new, recently added by Steffen.