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Hash, Inc. - Animation:Master

robcat2075

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Everything posted by robcat2075

  1. the model.
  2. these are both spline continuity problems. If you can post that I'll show you why it is that way and how to fix it.
  3. Hey, Mark, if you haven't been able to get to it yet, table that. I'll do a fix here and see if we can get this whole thing out the door by next week.
  4. my latest comparison, all on my intel Q6600 running at 3.0 GHz with 4 Gigs of Ram. v15 (32-bit) 9:48 v16 (64-bit) 4:42 v17 (64-bit) 4:03
  5. One other note... on the fixed version, I flipped the normals to face out so the displacement map would make the numbers go in rather than out.
  6. I just tried copy and paste several times in v15 and seems to work fine. I doubt this is significant, but make sure you have v15j+, not just v15j.
  7. But when does v17 come out...? I think "real soon now" is the answer. When it shows itself it will still be just "beta" as it's only "alpha" right now. "Display refresh".... tell me more about what you mean.
  8. Happy slicing, HomeSlice!
  9. Is this it? I did a small bit of detective work and repair. Lock2.zip I'm not sure what went wrong, it looks like one of the maps got a wrong tag somehow. I did this in v16 but it also loads and renders properly in v15 now. v16 does have quite a few stability fixes; I know that because i submitted quite a few crash bugs that got fixed. If we could identify what steps caused this particular problem, that could likely be fixed too.
  10. To be honest , I'm not exactly sure what you are asking sometimes. However, if you ask specific A:M questions someone around here will usually have an answer.
  11. This would probably work, but you would end up with alot of models in the chor. That's what folders are for.
  12. How about it you made one blind model, constrained it, then put copies of the model in the chor directly rather than via an action? or... crazy idea... if you exported that building from the chor as an mdl... would that somehow consolidate things, by getting rid of the Action?
  13. I'm glad you're on top of it, Mark! Does the thing break if you do it all in v15? (I'd try it but I'm not exactly sure what I should be trying) I'm also troubled by the Day_Night pose slider not appearing in the pose window. Do you get that?
  14. Happy to both of you and Mediaho (Ed Lynch, another long time A:M user) too!
  15. Is there a post somewhere that explains how the window blinds and shades and drapes operate? I see some constraints in their construction that suggest there's something already there that one could use to open and close a blind as needed, but i haven't gotten anything to move appropriately.
  16. I was sure I had warned you off of that. D'oh!
  17. I like that. I like houses with spooky attic windows.
  18. I think that's a bug. You ought to be able to set that in the chor. I think you'd want to be able to animate that on and off and animate the lens flare properties in the chor much as you would want to animate other light properties like color or brightness. I've AM Reported it for v17
  19. I see you're on A:M 2006 would that be v13 about? Messages like that were quite an improvement over the previous tendency to just disappear when an error happened. I haven't seen something like that in a long time so it's possible it's a fixed bug since then or the error message has been improved. However, for your situation... If you restart the render on that frame does it still crash? How about the frames after it? If it does, what i do is eliminate things one at a time until the frame will render then I know what the problem element is and see if there's some change that can be made to it get through it.
  20. robcat2075

    Cicak

    Fabulous! Congratulations.
  21. This technique may be useful to you... modeling a beveled N-gon
  22. If you model the glass dome so it has thickness like real glass would, you can avoid the fishbowl look.
  23. Yes, that does look better! Welcome back to A:M!
  24. Holds are easy to do. Force a key on all the relevant bones at the start of the hold, then copy and paste those keys at the time where the hold would end. If the keys are zero sloped the hold will be absolutely still, which you probably wouldn't want in finished animation. To make a "moving hold" you typically adjust some of the keys at the start of the hold so that they haven't quite reached their destination and instead nudge into it over the time of the hold. Good moving holds are tricky to do, and if you are still in the blocking stage it's pragmatic to leave them non-moving until you've ascertained you like all your acting choices and are ready to polish.
  25. I would hope for a longer entry window. At least two months.
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