sprockets Grey Rabbit with floppy ears Newton Dynamics test with PRJ Animation by Bobby! The New Year is Here! TV Commercial by Matt Campbell Greeting of Christmas Past by Gerry Mooney and Holmes Bryant! Learn to keyframe animate chains of bones.
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Hash, Inc. - Animation:Master

robcat2075

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Everything posted by robcat2075

  1. Gerry is correct. One fine point... the "Timeline" (ALT 2 on PC) shows only what is currently selected. The timeline in the right pane the PWS (ALT 1 on PC) shows everything, always.
  2. I like that! I like the sag on the eye lids and lots of other details. The wrinkle lines are something I was thinking about just this morning... they look a bit too wide. Darkening the scalp would be something to try and on the hair... to avoid the severe doll hair look try fading in the transparency from 100% at the root AND/OR fading in the thickness from 0cm at the root. He does look a bit shiny. add on: is it possible the inside corners of his eyes are too far out?
  3. And you can be a guru too! All you need is the answer to someone's question.
  4. UserProperties>Rig>Setup>IKLegSetup OFF will make the leg bones visible again. (they weren't needed when IK was ON) To make your SmartSkin: Select the bone you wish to base it on :New Smartskin with the Smartskin Window open, turn OFF "Define Relationship" (the linked rings icon) Select the Model in the objects folder to bring up its properties in the properties window. do UserProperties>Rig>Setup>IKLegSetup OFF ( we turned Define Relationship OFF so this choice would not get keyed into your Smartskin) Turn "Define Relationship " back ON and proceed to make your smartskin. I think that's the way it works. Remember when you are animating with an AM2001 character to set Balance and Balance Rigid to zero, do not leave them at their defaults.
  5. Help>Reset Settings would probably suffice for something like that.
  6. Hey Fabrice, I saw your name on the forum today, we've been trying to track you down for years!

    Don't be a stranger!

  7. In NewTAoA:M I hope to bypass the library entirely. There's nothing you do with A:M that requires an object be there. We did all of TWO without the library. Don't worry about the library.
  8. You dont' really need anything in the library to use them for the tutorials. Loading them manually. If you need just a model from a PRJ, save it out separately and load that.
  9. Exceedingly odd. I like it! Not sure what did the head flip.
  10. Welcome back! InstallRig automates somethings for bones that have been set up with a particular naming convention. Hopefully a guru on it will drop in. True, but I never felt those were so numerous that sticking with the AM2001 rig was advantageous. If you want to animate, other rigs will be useful. which tut? "Show some Backbone" in TAoA:M shows how to install it.
  11. Kinda. It's like in 1 window but expanded to fill the whole screen. It's either all the way open, or hidden. No inbetween Can you undock the PWS and move it to another screen?
  12. I know nothing about the game, but cool ships, none-the-less. Have you experimented with lighting that so it's less flat-shaded?
  13. When i first started A:M on a Mac many years ago I was surprised that it looked like it was not all in one window. Is it still like that?
  14. Grass is tough to do. For out door light... Are you wanting sunny or overcast?
  15. If you are in Wireframe (8) mode that spline will appear as a smooth spline. If you are in Shaded Wireframe mode (0) it will appear smooth or blocky depending on how far up or down your subdivision setting is. Press PageUP or PageDown to adjust your subdivision setting.
  16. Welcome to the Forum Hubert! That's a wonderful Festival open! As Rodney says, we'd have to see the splines to know more, but I'm sure there's a solution. When you have questions, this forum is the place to ask! Fun fact: Animation:Master v1 was called "Will Vinton's Playmation" I'm sure there's a story there I haven't heard the entirety of.
  17. A search on "subsurface" gets some relevant results...
  18. Briefly... particles systems like hair and sprites can be baked. Baking precalculates and locks in their position on each frame. A baked scene can be scrubbed through quickly, even backwards, without waiting for the particles to be computed. A baked scene can be rendered out of order (NetRender) and get correct particle results. A baked scene has potentially huge files (.par and .pai) created that store the particle locations.
  19. Does that mean they will bounce differently if the hit on the left side only and not on the right, or do they always bounce differently...?
  20. It is now "assigned" so Steffen is on it. How did we not catch this earlier? Are there any other show-stoppers out there?
  21. Here you go... http://www.hash.com/forums/index.php?s=&am...st&p=347649
  22. Creator of A:MPaint! May your birthday be seamless!
  23. Hard part is going to be finding THE camera location because this set looks good from many angles.
  24. And... the actual baking files seem to be... 60x bigger... in v16 than in v15? Something is amiss...
  25. this is another thing I was wondering about. Even when the number of particles isn't increasing the render time seems to keep going up and up.
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