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Hash, Inc. - Animation:Master

robcat2075

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Everything posted by robcat2075

  1. Steffen has a breakable explode object in his first Newton Example project. I haven't tried it. http://www.sgross.com/plugins/plugin6/samples.html
  2. the flat AO lighting may be subduing the bevels.
  3. I dont' know if a "chor" will save such models in it...? You'll find out. If you're going to make a default chor, set the Ground to Cast Shadows ON, to avoid single thickness patches not casting a shadow.
  4. An alternative would be to make a separate model for each light scheme then you drop the one in the chor that you want to use. The lights would all be accessible like bones in the chor.
  5. Here's a quick try just using the realtime camera mouse controls.... shake.mov It's not quite right; if the mouse had much more inertia and didn't change direction quite so easily i think the effect could be closer. how did you achieve this robert? the real time record? Yes. I hit the play button, hit T, and held down the shift key while I moved the mouse.
  6. Is that for a tutorial? Don't automate it, make them do it. If you are wanting to make a gadget for people to use, I'd put all the lights in one model and then you can set them at various positions for certain values of a pose slider.
  7. It's all. You could copy a part of a model to another model window, bake there, then import the baked model back into your original model.
  8. If you hol down the shift KEY when you do Bake surface you can opt for higher res on the new decal. Change the res number from 8 to 9, 10,11... it's like a power of 2.
  9. That's a good looking mountain you got going there. Be sure to show us what it's all about sometime. After you "Bake Surface", look up the location of the files in the properties for the new images in the images folder. I'm sure there's a rule is about where they get saved, but I haven't figured it out.
  10. Press Shift-Q and right-mouse-button a bounding box around the area you want to render onscreen. It seemed to help things... We're glad you didn't go away mad! Welcome to the forum.
  11. As i paw through it I notice you've got zillion decals on this thing. I recall on "Tin Woodsman of Oz" there were a few models that had trouble with that sort of thing. It may be necessary to simplify this somehow. If I "Bake Surface", which consolidates all the decals into one big decal, and delete all the original decals, the blank area in my previous render goes away. Mountain_TopX.zip
  12. Too many splines on the lips, I think, but you always make great looking heads so it must not be holding you back.
  13. Here's what I get when I load and render. i cancellled out of all the TGAs. Does this look like what you get? The top is a Q render, the bottom is a Shift-Q render. The missing spots on the top correspond exactly to certain patches. So... what's different about those?
  14. Here are all the files I had to click thru as not found when i tried to load the model mamane1_v2_256.tga TAFbarkfront.TGA TAFBarkSide.TGA FLeaf.TGA ohia2_v3_256.tga MissionPositive-Gray.png Mountain Lightest Color.jpg Mountain Red.jpg Mountain Mix 1.jpg Test 7F.jpg Mountain Mix 2.jpg Mountain Mix 4.jpg Mountain Mix 3.jpg Mountain Mix 5.jpg Here's what it looks like when I'm done. Something is missing. when you're putting up decals with a model it's best to put everything in a zip so the names don't get changed.
  15. Now I see it! does that area correspond to a whole patch? or is it not related to a patch? If you don't mind posting the model and the decal I'd be curious to try it.
  16. It's like any other shape, you spline out the countours. Try to follow the basic direction of his hair.
  17. Something is corrupted about that BMP, i can't open it in anything. Post it as a jpg and well all be able to see it faster.
  18. I just saw the screen cap you posted. That's certainly "a small thing". I'd still like to see a screencam movie of that crashing if you can. I can do that all day and not have a crash so there is definitely something glaringly, gapingly, unimaginably, fundamentally odd going on somewhere on your computer. load this PRJ and tell me what happens. simplePRJ.prj
  19. Way too many upper lip splines, I think.
  20. Where in that do you actually edit CPs on the UV view?
  21. If you can post the model and the bitmap, someone could try it out.
  22. I don't think resources are your problem if your computer is otherwise working normally. A:M doesn't need much by itself. Definitely upgrade your Vista to whatever is the current current SP because there's no way they would have continued to develop and test v16 on an old version of Vista, but I don't think this is the significant problem either. Upgrade the SP if only because that has all the new windows fixes that you need anyway like security bug fixes. Lots of people are using Vista here, so it's not that you have to upgrade to Win7. When you say "the smallest thing"... what is that? to do: -Do the SP upgrade (what's taking so long on that?) -save your master0.lic file and do a uninstall/reinstall of A:M tell us what happens after you do those. I still think there is some video card problem.
  23. What was the "patch" that made v11 run on vista? I have v11 and ran it today and it runs fine on win7 which is not radically different from vista.
  24. I have lots of V11 projects and they load fine for me today. And they were made with 32-bit Win2000 so I doubt the fact tht you were on XP was a problem either. A:M files are just text files. There's nothing 32 or 64 about them. What is the "simple thing" you do that makes A:M crash? Can you screencam this? How about just uninstalling A:M and reinstalling it? Save (!) your master0.lic file before you do that and copy it back to the A:M folder after your reinstall.
  25. Here's a quick try just using the realtime camera mouse controls.... shake.mov It's not quite right; if the mouse had much more inertia and didn't change direction quite so easily i think the effect could be closer.
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