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Everything posted by robcat2075
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Can you post that PRJ?
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Hi Holly, It's hard to know what to suggest when I'm not sure what your "goal" is. But I guess you feel it's coming out too dark other than the floor. -You might try actually darkening the floor so it's not such a contrast to the walls -you might position very fuzzy, wide Kleig light at the center of the hotspots, pointing up, to simulate the light that would bounce off the floor and illuminate the surroundings a bit more. -possibly, you might reduce the "attenuation" property of the lights so their light doesn't die out so quickly.
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Project Workflow Question on scene management
robcat2075 replied to Vertexspline's topic in New Users
Tell me if these clear it up... Rule 1: If you save anything, using the same file-name you had before, your previous version of that file is gone. That has been true since the dawn of time. If you've changed something, always save your new version with a new name. Version numbers are great for this. A:M special rules: Rule 2: If you make something new (a model, chor, material or action) in a Project and save the Project, the new thing is built into the PRJ file. Rule 3: if you save a model, chor, material or action from your Project, it is no longer built into your PRJ. Your PRJ now has a only a link to that item's saved file. Rule 4: If you save the PRJ in Rule 3 now, it will be saved with that link and will look for the saved item when you later reload that PRJ. Rule 5: If you dont' save that PRJ in Rule 3, your old version of the PRJ still has the built-in model, in whatever state it was in when that PRJ was saved and does not have a link to the new version of the item that you saved out in Rule 3. Rule 6: If you load something (a model, chor, material or action) into a Project, it is not yet built into your PRJ. It is like the items in Rule 3, it is only linked to by the PRJ. Rule 7: IF you edit the thing (a model, chor, material or action) you loaded into your PRJ in Rule 6 and save the PRJ, this forces a same-name save on the edited thing also, overwriting the file you loaded previously. Rule 8: If you load something (a model, chor, material or action) into a Project, and embed it, it is now copied and built into your PRJ. It is no longer linked to the file on disk you loaded. That file on disk is still there, but your PRJ no longer looks to it nor uses it. -
It's just modeled hair, right? maybe it's not assigned to the right bone?
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I like that! notes: - on the cut-zoom to the lizard's head, I think the difference in sizes needs to be greater to sell that effect - the flat-footed walk (0:26) will look stiff and weightless. - don't do a bent knee walk. It's a classic comic strip convention but no one actually walks like that, it doesn't transfer to animation. - he's instantaneously rebounding off the bottom of his walk. That will always look jerky. - the hip swinging of the lizards around 1:16 needs to be much bigger to read in the long shot - the "elbow" of the lizard is popping the wrong way in the close ups of the lizard dances. - When the guy with the heart-hole stands up there's a weird pop to the right at the end. -when you turn the lizard head dont' just swivel it on the end of the neck, pose the whole neck/head line as one flexible curve. - the close up of the lips is hard to do. Instead of having it drift open, use a slight anticipation and slow into the open pose. The right mouth in this comparison anticipates before opening and slows into the open position. lips.mov
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That's looking good!
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that looks snazzy! Twoing! If your wood is a Material you can scale in in its properties.
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May all the flags of Zandoria fly high today. Happy birthday! (for recent forum joiners, Will is the creator of the mascot that appears during boot up of current A:M versions, "Tar of Zandoria")
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I have a vague recollection of a Martin's Minute about how SoftImage had tried to claim that.
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Project Workflow Question on scene management
robcat2075 replied to Vertexspline's topic in New Users
Perhaps the most important thing is to understand what you are saving and why you are saving it. Then you can do anything you want. -
Welcome back! There is a... remedy... for that. In the camera's properties change "Type" from Perspective to Orthogonal. Note that this is not the "Shortcut to camera" properties but the original camera in the Objects folder that needs to be altered.
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One of the classics!
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Someone familiar with that hand rig should chime in but i presume it has the essential geometry bones that CPs should be assigned to, not to any control bones. Does that makes sense?
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There are some useful links in this thread: http://www.hash.com/forums/index.php?showt...19&hl=jacob
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Welcome to the forum JohnP! AFAIK, you dont' really constrain a path to a surface. A path is a spline and you would have to manually shape that spline to follow your ground surface. (There is a tool coming in v17 that will conform a spline to another mesh's shape.) However, the path constraint itself is a fairly basic thing, it moves an object through space along a path, it's not aware of character animation issues like re-posing feet or a character's posture to accommodate walking up or down an incline. I remember sitting through a Softimage demonstration several years ago where they showed a path constraint that was a bit more aware of this than A:M's. But it still didn't look right. It would not have been acceptable for anything but the most undemanding pre-vis work. In finer animation most walks, inclined or otherwise, will be posed out step-by-step.
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Project Workflow Question on scene management
robcat2075 replied to Vertexspline's topic in New Users
If I'm working on animation and the models are already "final" and saved separately then i just save chors and let the chor load whatever models it needs. We did all of TWO like that. When I'm doing experimental stuff like building/rigging a model and maybe have a chor set up that I'm testing it in along the way, I like to save PRJs with everything embedded so I can always backtrack to a complete self-contained environment. And either way I'm always saving with incremented version numbers, I never save over old files. -
Smokin'! How long before someone gets it down to a minute?
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Hey, I remember that one! That's a cute one. Good movie making.
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there is preroll for particles but not for cloth AFAIK However you dont' have to render every frame cloth is in , you can render the one frame you like by setting your render range when you go to render. You DO have to let a cloth simulation run long enough for cloth to settle into the place you want it. So you will have "animation" in your chor... the cloth settles into place... but you only have to render the frame at the end that you like if that's all you need.
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How about if you go ahead and let the center CP get selected when you are doing the weighting on that side, then go back and fix the weight on that center CP individually?
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I just did some cloth yesterday in v16 and didn't see anything odd. Can you post a test PRJ with something odd?
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Good looking test! I'd suggest more "drag" to the cloth to make it less flippy and tone down that head nod.
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I like that vantage point!
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You can't say you're just a kid anymore, welcome to 21 and up!
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ouch! looking forward to next installment!