-
Posts
28,119 -
Joined
-
Last visited
-
Days Won
375
Content Type
Profiles
Forums
Events
Everything posted by robcat2075
-
I agree the shadow color is off and it's not as dark as the shadows in the scene.
-
Hi Simon Perhaps if you had black inside the mouth that would help relatively even spacing of the splines will help much. On the mouth shapes, the "whi" sound needs a good "oo" pose to get across. The W sound is really a transition from the small "oo" shape, made before the sound starts, to whatever vowel follows. In the case of "whispering" the "ss" will look very much like the "ee" shape. So posing out as "oo-ee" is a likely start. Try saying "oo-ee" and "Whee" and Whisss.." and the lips do pretty much the same for all. In rigging faces, I've found getting a good "oo" pose to be the hardest part.
-
Oh Oh! that cat is trouble!
-
I believe not. They are both "modes" and one will replace the other. But they both have keyboard shortcuts so you can quickly switch between the two.
-
"Meet the Fokker!"
-
Very Cool! I like that!
-
That sounds like a bug. An AMReport with a sample PRJ and a screen capture of both a Q render and a Shift-Q render would be a fine idea.
-
Don't forget Rear Window. It's not really a contest but it's fun to see what everyone has thought up.
-
Another one... Trumpoozlel.mov
-
Y'all don't need to be drooling over "path deformers" in other programs... A:M's got 'em! D_Box_PathDeformer.prj DBoxPath.mov
-
The problem situation would be a good one to bundle up and send to A:M Reports if it does the same thing in v17
-
Is the problem light a Kleig light? Just to try... change it from z-buffer to ray traced or vice-versa and see if it works
-
Here's my entry in the topology derby... I... -lathed out the top half of a disk with 12 sections -lathed out a 4-section "hole" separately -spliced that hole into a 1/6 section of the disc -Copied that 1/6 section with the hole in it, then deleted everything -pasted the copied section back -deleted a radial spline on one side of the section, leaving just pigtail CPs hanging -used the Dup wizard to make six copies of the section at 60° intervals around the center -connected the hanging pigtails back to their new neighbors -filled in all the empty 5-pointers. -used CFA to create the bottom half of the disk
-
Not horrified here!
-
Since it's not widely understood, I'll note that "Adaptive Subdivisions" is the number of times Sim Cloth will double the SubSteps number if it has encountered an intersection. For Example: If SubSteps is set to 10 and Adaptive Subdivisions is set to 4, SimCloth will try 10 steps first, then 20, then 40, then 80, then 160 If it reaches the limit and still has an intersection, SimCloth will continue on to the next frame anyway, but once an intersection has happened things usually go bad pretty fast, the "collision"count escalates and the simulation may start sending the cloth in all sorts of crazy directions.
-
From the new v17beta 02 .. This should be huge for cloth users. Steffen has added an option that somehow makes work a strategy that I've tried before with only slight success... drastically upping the number of time subdivisions that SimCloth uses. HiRes ON temporarily increases the frame rate x 10 while the simulation is running. If you have Sub Steps set to 3, Sim cloth will now calculate the cloth's motion through 30 steps per frame instead of 3. The Cloth moves less per step, giving A:M more chance deflect CPs before they become unsolvable intersections. In theory just setting Sub Steps to a 10x higher number should have the same result, but in practice HiRes has more success. In one test I tried Sub Steps set to 300 and HiRes OFF did not get as far before failing as setting SubSteps to 30 with HiRes ON. It IS slower to run a simulation with HiRes ON but one successful slow simulation gets you your goal while several fast simulations that fail will not. Cloth can still fail in long shots for no obvious reason and will certainly fail when impossible situations have been created, but I think this HiRes option will be of great benefit for most endeavors
-
Very impressive, Mark! I'm sure you mentioned it but what convention are you preparing this for? Is it in Dallas?
-
You will be unsurprised to learn it's a path constraint. Not hard to set up. Using "Post Extrapolation" I only had to animate one cycle of the motion... wormWire.mov
-
I was thinking inside the box!
-
1- I made a large grid 2- I made a cookie cut image with a large blank border and applied it using a Projection Material (not a decal) 3- I made a Pose that curls up half the grid. 4- I animated the Projection Material's position and rotation on the grid to move the visible part of the image over to the curled portion of the grid and out again.
-
Another one from the department of "They Said It Couldn't Be Done." A complex curling and uncurling motion with a changing axis... Curl.mov
-
And Happy Birthday for the second time. Thanks for your many problems solved over the last year and may you solve many more!
-
I saw a demo for a "deformer" plugin for another program and thought, "A:M can already do that..." wormH.mov
-
The manual gets installed in the hxt>TSM2>Manuals folder Possibly you have accidentally deleted an important bone. Is the "body" bone still there?
-
Cool hand! Some moisturizer will fix that.