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Hash, Inc. - Animation:Master

robcat2075

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Everything posted by robcat2075

  1. Anyone know why the bones don't stay in place after keys with constraint results were forced on them? I ought to be able to turn the constraint off after that and have them remain in place. (post #27)
  2. Something to try... what's the longest the ball can contact the ground and plausibly bounce up again?
  3. A hard pedalin' tyke on a bike! Well done!
  4. I'll note that there were lots of reasons to wish to move the camera in BUS STOP, for close ups or different compositions or rhythm or whatever... but that wasn't the concept. The concept was a static observer and everyone was able to come up with an idea that fit in that concept instead of an idea that failed because of it.
  5. Hitchcock was an expert director who knew exactly how to cheat the camera position without tipping off the viewer that that the shot he was getting wasn't really strictly possible from Jimmy Stewart's vantage point. Use the camera position and available set to their advantages, not to their disadvantages, and there are more than enough possibilities for staging almost any action anyone will want to do.
  6. Any feedback on these rules? Are they missing something?
  7. Hi David, sorry, i meant to get to this sooner. Here are some notes on the squash. Let me know if this explanation makes sense. HowMuchSquetchH150.mov
  8. "Impossible" just means it hasn't been figured out yet.
  9. is that reported as a bug? It worked at one time didn't it? Can anyone export an OBJ that include successfully carries its decals to the next app?
  10. Well, the idea is you could have a generic character with these geometry bones preweighted and you could push and pull CPs to modify him. Then you could make the bones travel to fit the modified mesh, export it and run a rigger on it to finish it. If you had to weight the CPs every time that would negate the advantages.
  11. Now the next layer is to figure out how to have the CPs attached to the bones beforehand and yet not create circular constraints.
  12. What am i doing wrong here: Trying to force keys with constraint results... TryingToForce_Constraints.mov I think I experimented with "before action" already, but I'll try some more.
  13. That's what regular old assigning CPs to bones does. So, yes, I do await further explanation...
  14. that also works, however I'm still having the problem of the bone orientation not surviving the export of the chor as a model.
  15. Here's what works so far... StretchableCharacterConceptH250.mov
  16. I'm actually trying this notion for the first time now... this will take a bit of R&D...
  17. Mark Largent (largento) has been doing a long running 3D comic strip but he says getting an audience to it has been very tough.
  18. Is this for a modifiable character? I think the Group constraint and export from Chor would work well for that.
  19. That probably wouldn't be hard for Steffen to add. But... what orients the bone? A CP is just a point in space with no direction to give to a bone. Does the bone just retain its original orientation?
  20. If you need the bone to follow a moving CP in animation then you need the constraint. If you just need to adjust the bone to the CP once, then exporting will work.
  21. You can export the model from a chor after you turn that constraint on. That will save a copy with the bone moved. What are you doing that needs this?
  22. Creepy! Why do i think there should be a picture of Whistler's Mother on the wall?
  23. In the modeling window? No (?), aside from manually copying the XYZ values of the CP to a bone's However there is a "Group" constraint that will translate a bone to the center of a group, which would be the same as a CP if the group was only one CP. A classic use of this is to make buttons follow simulated cloth.
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