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Hash, Inc. - Animation:Master

robcat2075

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Everything posted by robcat2075

  1. I believe it is also possible to assign the CPs of D Boxes to bones so you don't have to animate them directly in muscle mode.
  2. You can still export the chor as a model. Models have their bones. You do have to run it through a text editor to fix name paths for constraints. However D boxes don't distort bones so bones may not be anywhere near where they need to be in the exported, distorted model.
  3. Do the lines go away if you delete the particles?
  4. Here's one more like Rodney's "funhouse mirror" concept, in wireframe view so you can see the DistortionBox... DboxWireB000.mov
  5. Based on a suggestion by Rodney! EggBot_Warp.mov Basically... -Create a new Action for your model -in the Action create a new Distortion Box -in the D Box's properties select a "target" bone that is parent to all your model's mesh -edit the CPs of the D-Box to make the squshing you want -drop the Action on your model (previously animated to move around in the chor) -the D Box will normally move with the model, so it must be constrained to a Null in the chor to hold it in one place ( a place the model will pass thru)
  6. If the shield is deflecting them from the camera then it sounds like particles hitting the camera is not the problem.
  7. Make the particles aware of objects with die on impact or collisions on.
  8. I think this has been addressed by Steffen... at least it is in the change log... I don't see it in the change log yet. This is not #5983, the 5-pointer problem is 5987.
  9. Good catch! IF the camera absolutely has to be where it is you could put a transparent shield in front of it to deflect the particles.
  10. This problem made me worried about 3DPainter, but it seems to make a pretty good go at representing decals on 5-pointers in real-time. I wonder what it does differently?
  11. There's gotta be something you can delete that makes the lines go away. Then you'll know!
  12. I haven't tried your PRJ, but is it possible the frames with lines all came from the same render node(s)?
  13. Good to see someone out there teaching it.
  14. Maybe you are already doing this, but some repetitive items like individual cells could be models themselves, and you could assemble many of them in the chor to make the whole set, then you could turn their "Active" property ON when they are needed on camera and OFF when they are not visible to possibly save on render time. You can also turn their realtime visibility ON and OFF in the chor to speed up your general working. Whether this is useful depends on how much you need to be working in the whole set. Sorry you lost your previous work! That new external drive is for backups, I hope?
  15. You made me dizzy! that's pretty fab, matt!
  16. Reminds me of the aerobicise that used to run on tv in the 80's
  17. Thanks, Jason! I think we can prune those down a bit for brevity and style but those are a good starting point. The "Tool tips" window I'll cover in my first quick start Lesson 0 so you won't need to pursue that one. I'm not going to use either the Library or Community window in any of the regular tuts so we will want coverage of those for people who are curious. Here's the question a tut on "Library" needs to answer... Why do I want to use this when i can already load files directly from my hard drive? And... If do decide to use it, how do i add things to it? I view the Library as a vestigial feature from days when new users probably didn't know how to navigate to a file on their hard drive and it had to be made visible in the interface for them. Is there a still killer use for Library today? What is it? The items in the Options window I'm going to try to cover as they become relevant in flow of the regular tutorials so let's wait on that until we know what doesn't get caught that way. However... i was thinking you were going to cover this material that I outlined earlier regarding customizing the interface.
  18. If your ground plane has more than just the bare minimum of splines, the magnet tool could be used to evenly raise a portion.
  19. Specularity adds almost no render time, it's a fast trick rather than a realistic calculation.
  20. Very cool! For specularity...Of course have specularity onthe surface ON and set to a size greater than 0, but also aim a light at it that has Specularity ON. You can have a Specular-only light that that doesn't light anything but the highlight.
  21. I didn't know Win7 could have a boot animation. How does that work?
  22. Arthur is a creator of several import/export plugins in A:M. Happy Birthday Arthur!
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