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Hash, Inc. - Animation:Master

robcat2075

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Everything posted by robcat2075

  1. I've tried creating the rotor from scratch and mine flies off too. But somehow the original works fine.
  2. I'll look at it if you want to send it to me.
  3. Maybe the clearance between the parts is too small
  4. Well, you've made me start trying Newton. I find that normals have to be facing out to prevent pass thrus. Here's a test i made from scratch where a ball knocks a spoon around in a bowl. These are default settings except for "linear damping" raised to 0.1 on the ball to make it settle down eventually. Setting the spoon's "high velocity object" ON makes the difference between it passing thru the bowl after the ball hits and not passing thru. SpoonHiVelocityOFF_ON.mov SimpleDropTest02BallDamping_unSimmed.prj
  5. It was unexpected, there must be something animated that i didn't notice.
  6. "Wings" seems like a completely different thing than your floating object situation. However, when i run the simulation on the Wings PRJ it does seem to work so I have to presume there is some setting not set in your modification of it.
  7. Welcome! Yes. Many A:M users make characters with A:M. There probably isn't one tutorial on "making a character" because everyone has a different idea in their head. If you learn the essential modeling skills then modeling the shape you want for your character is a logical extension of that, The Cooper tutorials on modeling body parts have been around for a while. Personally I think they may be a bit over-complex for a beginner, but if you look thru them that you'll see some basic concepts that tend to be similar for many human characters. You should have basic modeling skills well-established before you begin making a character such as is in those tuts. Anything that your skill and patience can stand. We have even done such projects on the forum here. I'll warn you that "a movie" is a huge task that requires many people to work together. I think an essential skill for anyone doing 3D modeling is to have an "eye" for shape. Be able to recognize the difference between the shape you've made and the shape you want. This comes with practice and observation.
  8. Here's flying into a stack of planes with turbulence clouds on them. This is rather pokey to render. About 25 minutes per frame. The "sun" is just a background image. NoiseCloudsFlythru.mov
  9. Here's a practical example of the Boolean cutter. I used a Boolean to cut the main porthole on the front of my spacepod model that has a very detailed tooth to the inside surface.
  10. How do control where Baked Surface Decals get saved to? Right now it is my "Library" folder and not the folder the model was saved to.
  11. Maybe the "air" project wasn't quite what you are looking for. I just tried the static fluid surface "simplefluid" project and modified it to start the "Brett" (board) below the surface of the water and it did indeed bob to the top. Perhaps there is hope there.
  12. Cam you post the PRJ? It might at least make a AMReport.
  13. that did work! Thanks!
  14. Here's recurring situation... I had four Netrender nodes running (0,1,2,3) , then for some reason #1 got stuck on "Trying to close" so i just closed it manually. Now i have nodes 0, 2, and 3 running but if I try to start a 4th node I get this message Is there any way to get back to four nodes without restarting the computer entirely?
  15. fixed! One other problem with the "turbulence" cloud method is that you can't really "art direct" it, you have to take the clouds where it puts them. With the spites you can make the clouds anywhere you want and any shape you want.
  16. "Air simulated with Static Fluidsurface" looks like it might be a simulation of an object floating to a certain level.
  17. But if the emission rate is zero, what is it trying to fulfill?
  18. And, of course, there are no other keys for the objects, they aren't animating from one spot to another. If I saw it I'd know more.
  19. no, now I'm out of ideas. Typically it's something like using feet and inches for units that is a problem. Are you setting each item individually or all together?
  20. Are you using cm for units?
  21. Is this something you are assembling in the chor?
  22. OK, you made me do it. I turned off the sprite emitter for each cloud before the camera rolls. Revised movie above.. There is still a tiny bit of popping which I think comes from changing the angle of view of the sprite system. None of the sprites should be dying during this clip.
  23. Oh, to fly as an eagle, among the clouds... From the Royal Council of Matt-Cambell-Said-It-Couldn't-Be-Done: CloudsFlythruB.mp4 These are sprite particle clouds. There is a tiny bit of a "popping" problem that can probably be solved with some R&D. (john's suggestion to turn off the sprite emitter fixes most of it) I think the potential for effective cloudscapes in A:M is there.
  24. The contest announcement at the beginning did explain to submit the entries by email.
  25. Ta-daahhh... float.mov Float03Simmed.prj
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