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Hash, Inc. - Animation:Master

robcat2075

Hash Fellow
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Everything posted by robcat2075

  1. You can preview a few pages on Amazon... http://www.amazon.com/Exercises-Style-Raym...u/dp/0811207897
  2. From the always-reliable Wikipedia...
  3. My corporate media horror story. I have that. It struck me as being a bit too contrived but... he tried.
  4. 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.
  5. And there's still a month at least to figure it all out
  6. 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.
  7. Can you show us few sample frames with both methods?
  8. "honey... what's this charge for "Hash" on my credit card?"
  9. just FYI... Steffen is strictly programming A:M, he's not involved with maintaining the Hash site or the Hash store.
  10. 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.
  11. I'm not sure of the problem. Hopefully an SSS guru will look in.
  12. Nope, you have them facing out, so that should be OK. I can't see that you have the extinction distances set to anything.
  13. the black may be because the normals are in the wrong direction? My experience is that bump maps are not compatible with SSS.
  14. 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.
  15. 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.
  16. 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.
  17. Did I not talk about setting the "ease" on the path constraint? (I actually don't remember what all I said in that)
  18. I think most of that is indeed new, recently added by Steffen.
  19. For almost all walks it's really easier to animate each step directly rather than try to make a walk cycle work. Especially true for odd walks.
  20. About the dance step... the foot lifting will look better if the toe comes off the floor a hair later than the heel, and there needs to be a longer instant where both feet stay on the ground before the next one lifts off. If one foot leaves the ground the same instant that the other one landed it starts to look like someone pedaling a bicycle.
  21. Basic problem, the beginning and end don't match. Remember my video on using walk cycles, where it talked about adjusting "crop range"? Try that first. If that doesn't work i can look at it.
  22. I forget exactly but the instruction video had an answer on that
  23. I just tried it in V15 (PC version) and it did work the first time but with a few differences... -after I added the Tint to the composite project the default "Black and White" effect was in effect immediately, I didn't have to re-pick it from the drop-down menu. -the Percentage property worked properly and made keys in the time line when i changed the value.
  24. The most annoying bugs in A:M are the ones that happen the first time I try something and then never happen again. It makes me feel like Gladys Kravitz on Bewitched. "But Abner, I swear there was an elephant in the Stephens' living room just five minutes ago!"
  25. I'm confused about what we are confused about. You're saying the effect shows up exactly as expected except in the render? And then some shows and some not? the tonal walk clip had no effects that I could see. Suggestion... make sure there are full quote and unquote tags on the parts you quote from other posts, otherwise it gets very confusing about who is saying what.
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