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Everything posted by robcat2075
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Nancy's method has got to be the ultimate in quick and easy. One drag and they're gone.
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Are you talking about visibility? Yep, just so you can unclutter the diagram pretty much. I believe enhanced Selection filters work on models also so you could use those to show any set you want in the PWS, Shift-select them and un-vis them in one swoop.
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Not in one keystroke. but if you select the parent (1st click), hit asterisk (2nd click) that will expand its tree, then SHIFT-select the parent bone at the top of the tree (3rd click) and the last bone at the bottom of the tree(4th click) then hit Delete (1 keypress), that will delete them all. I don't think it would be possible to truly identify what you wanted to delete in only one keystroke. Nancy's method is better than mine.
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Are you talking about visibility?
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I've seen things like that and while it should be helpful I can't help but note that exceedingly few Maya users learn to rig even with that graphic aid. They don't seem to gain much more understanding of "why we rig" with it or without it. I think fewer Maya users get their own characters rigged than A:M users. Those charts look like lots of information is being presented in a clear format and yet it's only clear to the advanced user. A line from one bone to another that says "Rotation constraint" (instead of our current text listings) would speed me up quite a bit, but the user who doesn't grasp the purpose of the constraint isn't helped much. I think very very few people could look at a chart like that and predict what the rig will do.
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Tell me more about what you don't understand. It might get covered in a tut eventually.
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A lot of stuff in that TCM clip are probably flat cards painted and placed in the 3D environment. I didn't see any object in that that turned much in the camera view; we're always seeing them from one side. Genuine 3D models can be easily painted from a particular camera viewpoint in a 3D paint program like our own A:M Paint. I did a brief intro tut for A:M Paint here: http://www.hash.com/forums/index.php?s=&am...st&p=356734 My Punch thread shows how to use cylindrical mapping to easily wrap a complex shape with a bitmap that can be painted on. http://www.hash.com/forums/index.php?s=&am...st&p=317888
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I hope to have a good explanation of "why we rig" in NewTAoA:M so that everyone can build a simple, functional rig from scratch and understand how it works and... learn enough from that so "installer" rigs make sense as the better option. I really think "installer" rigs are better and faster for most uses, but people seem to get stopped dead by them for a variety of reasons.
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Thanks for all your tireless A:M work, Happy Birthday!
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the painted look is almost exactly that... textures painted with a brush in a paint program. Someone who studied Hopper's style closely coudl apply that to digital painting.
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Slight real time transparency anomaly in.
robcat2075 replied to robcat2075's topic in Work In Progress / Sweatbox
I've found a clue... if the Shade is moved higher in the PWS than the window it will appear in either mode. -
Slight real time transparency anomaly in.
robcat2075 replied to robcat2075's topic in Work In Progress / Sweatbox
I dimly recall that the shadowing difference is a limitation of z-buffered lights. I might be wrong on that but I think Martin said something like that once. The work-around was to change the light to ray traced. -
AM Compatable Wrinkled Cloth Map Tutorial?
robcat2075 replied to UNGLAUBLICHUSA's topic in A:M Tutorials & Demos
Can you show an example what what you are trying to get? -
Edit: No need to try this anymore. I have ascertained enough to send a bug report. Thanks! load this PRJ, select the camera view (number pad 1), and select model you see there. Switch between Director mode and Skeletal Mode. Can you see the shade thru the window in both modes or just one? CantSeeThruGlass.prj What graphics card do you have?
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Nope. But it cost me nothing to try!
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I agree that the falling motion does not look right. Over in David Simmons' bouncing ball thread I made some notes on how to do proper falling motion that you may find useful. It's easy to do but you have to do it right or it isn't right. And on a follow up I talked about how to time any successive bounces.
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This is odd. Here's a side by side with two windows looking at the same part of the building. The one on the left is in Director mode and you can see the shade and blinds inserted in the windows. The one on the right is in Skeletal mode and the shade and blinds are not visible from this side (looking through the glass) but are visible from the other side. It must be something to do with that transparent glass.
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Do you have a physical CD? And if so, what picture is on it?
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Getting closer... are the glass doors supposed to have a shade on them?
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I was impressed when they did this on "That 70's Show"
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A light source will not actually show up on its own, you need to enable a Lens Flare effect to add a visible presence.
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What was the intended purpose of the Euler limits on the rolling Shade control?
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IBL HDR environment map projection map Tutorial
robcat2075 replied to jason1025's topic in A:M Tutorials & Demos
Looking forward to it. -
I believe the halo problem may be the difference between interpreting the alpha channel as "Straight" or "Premultiplied" A:M alpha channels are "premultiplied" After Effects has an import option for that. In Photoshop, there's a menu option to "Remove Black Matte"