sprockets frosted donut medals buildings Rubik's Cube Nidaros Cathedral Tongue Sandwich A:M Composite
sprockets
Recent Posts | Unread Content | Previous Banner Topics
Jump to content
Hash, Inc. - Animation:Master

robcat2075

Hash Fellow
  • Posts

    28,298
  • Joined

  • Last visited

  • Days Won

    407

Everything posted by robcat2075

  1. Another thing I notice with these Action Object Blinds is that they will be visible in director mode but if i go to skeletal mode (to see the control to raise or lower them) they are only visible in wireframe and not in shaded mode.
  2. Cool! Reminiscent of Bill Plympton's animation.
  3. Very amusing, as always!
  4. You just want to change the size of the model bone as it appears in relation to the rest of the model and you're not trying to scale the entire model to some other size? "Length" is what you want to change. It's under "Bone Position" in the model's properties.
  5. I think his outline looks too rigid. I'm thinking some shaggier hair that wasn't so perfectly combed would help break that up and make him look furrier.
  6. The eyes do help!
  7. By "walk like a person" I mean on two feet rather than four. A dragon that moved more like an animal might be cuter, like a dog or a cat.
  8. A tut of how it works for me.
  9. I responded to detbear in an email, but for anyone else wondering... If you have a symmetrical mesh and symmetrical bones, and you have made a smartskin for the bone "right something" you can go back to the model window, and choose "Mirror All Smartskins" and A:M will create a similar smartskin for the bone "left something". You could also have started on the left side. If "right something" and "left something" both have smartskins, A:M will use the most recently modified one as the source to mirror to the other side. And, of course, you will remember to resave your model with a new version number after you do this maneuver.
  10. Does the dragon need to walk like a human?
  11. Being able to change the color along the length is useful for things like blonde hair that starts out with dark roots and certain animal hair that has very complicated color transitions on a single hair. Perhaps useful for some bird feathers too.
  12. I think you could go with even shaggier hair.
  13. Yes. Yes, I tried it in v15 also. I've submitted it as a bug for v17.
  14. I would expect color change along the hair length to be gradual but it's not. Am I doing something wrong?
  15. slow that down and you'd have a lava lamp. I wonder if bobbies would work for a lava lamp?
  16. I am indeed working on it.
  17. Yes, it lets A:M use more than one core for certain things, none of them "rendering" I'm afraid. Cloth simulations speed up quite a bit with OpenMP enabled.
  18. Make sure "Resizable File dialogs" is checked in Options>Global And then you should be able to make the name field visible.
  19. Are they not alphabetical? In any event, the order they appear in the chor or action can not be changed. However... the Enhanced Selection Filters feature lets you define any arbitrary set of bones for display as a group. So you could have a finger set and a spine set and a face set or any combination of those. Yes, it is easier to animate if you can get related bones to appear near each other. Some smarty pants has made a video demonstrating Enhanced Selection Filters in this post.
  20. To be honest I'm not sure what I'd do with "Happy Birthday" either. That's really a long clip for one character to hold. At Animation Mentor they wouldn't even let you do a clip more than 12 seconds or so. But it's fun to try, none-the-less. Have you watched my "Keyframing Basics" video in the link in my signature? I think you would benefit from understanding that functionality more. A good exercise for the aspiring animation actor is to come up with single poses that clearly convey some emotion. curious tired bored eager fear and so on... Some are harder than others. I'm not sure how I'd do "eager" Chaplin claimed he could show any emotion in silhouette. Mouth shapes are over rated. On a minimal level you need closed, open, "oo" and "ee". Muppets get away with just open and closed. Effective body language is what carries most dialog performance. Pose sliders can be retained if you "import" a model into another model.
  21. Pretty good. There should be lots of room for comedy in transporter malfunctions.
  22. I actually had that happen to me before. I was resplining a face and had broken and reconnected so many splines that i ended up with an empty four-point space in the cheek that sure looked like it should be a patch and I couldn't figure out why it wasn't. D'oh!
  23. how about something like this: hairtestV11_BearHair.prj
  24. Even though Polar Bear hair is ostensibly not colored at all, you might try a slight dark-to-light color gradient along the length of the hairto give it a bit more depth.
  25. Is that front knee backwards or is it just an odd angle?
×
×
  • Create New...