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Hash, Inc. - Animation:Master

robcat2075

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Everything posted by robcat2075

  1. something like this? bounce_w_flip.mov Yes, that's sort of what i was thinking! However, I'd have him continue to move as he rolls rather than spin in place as he does at the end. He might be spinning just a bit fast too.
  2. The shakycam could be done by aiming the camera at a nul traversing a small loopy path. An action could make the null do that and so it could be reused as much as needed.
  3. The time I find light direction confusing is when I'm looking at satellite photos of the moon. The craters always look inside out to me. I have to turn my head until i find an angle where the light direction looks right and the craters look rightside-in.
  4. interesting. I'm trying it in v13t and it doesn't make a hole but it does make an obvious discoloration. I'll look for some older A:Ms to test further.
  5. That sounds useful! I shall take a look!
  6. Anyone know about this.... I slapped my Al Capone rotoscope onto my model as a decal, and it looks OK until I move any of the 5 point patch CPs in the UV editor and then they look like a cigarette got put through them. They still look OK in a final render (left) but the real-time view is out of whack (right).
  7. I doubt that is the trouble (They did get installed into separate folders for V12 and V16, right?) I have V9, 10, 11, 12, 13, 15 and 16 installed and they all seem to run. I'm doubtful about that too but it's easy to test. Copy some models (and any bitmaps or other assets they need) to your regular drive and see what happens. Definitely, even aside from A:M.
  8. Another fine Spleen-i-mation! I like the plane hovering at the outhouse.
  9. Thanks, everyone! One problem i hadn't quite solved was to be able to collect all the strings to one point as if being held by a hand. They are all offset a bit from each other because cloth can't let them get any closer. So that still needed a bit of R&D.
  10. I forgot... that looks real good Xtaz!
  11. Perhaps reducing gravity might solve that.
  12. I find I can get the continuously updating values in any view EXCEPT camera view (1). Side, front, birds eye all seem to work. Aha! Good catch. I wonder if this is a bug or a feature?
  13. Am I missing something? Load this PRJ, select the camera in the chor, look at its Fog Start and End distance properties... CameraFogTest.prj The Start is keyed to go from 100 to 200 to 400 cm the End is keyed to go from 1000 to 2000 to 4000 cm... the curve editor seems to show the curves right but all the camera's properties display is the initial values of 100 and 1000 they should be showing continuously updating values, right? Yes, i have "Use camera settings" checked.
  14. May your birthday cake be Art-Deco-rated!
  15. Welcome to the forum! Welcome back to A:M! Updating video card drivers has usually turned out to be the solution here. Do that (and the SP2) and then let us know what happens.
  16. I like that! Add an eye of newt and you'd have a witches brew.
  17. Can you actually get the grid to change thickness? I just tried it. It changes in the preview window but the actual grids in the model window stay one pixel thick.
  18. In Options>modeling tab there's a "Display Grid" check. You can't see the rotoscope? It shows here. I presume you have the "View" inthe rotoscopes properites set to the right view?
  19. most particles can bounce. There is a bounce setting in their properties. For Sprites, turn Object Collisions ON and set Bounce to greater than zero. But if you need a soccer ball to roll, then a Newton simulation is more likely . Matt Campbell has done lots of Newton objects falling for his Little Caeser's spots.
  20. Yes, that's more like what I expected. Basically the red bar shows when the action is in effect It's possible you have a fractional keyframe at the end of an action, Perhaps you scaled some keys or animated at a different frame rate.
  21. Of course, that departs quite a bit from rigorous body mechanics, but that's an effective clip. You've gotten rid of the unnatural floatiness as he's going thru the air. Just to try...how about a version where he tumbles backward when his butt hits? If he did a full 360° tumble he could end up in the same sitting position.
  22. well, not what I was hoping for... That looks like a whole bunch of separate chors. If you want the actions to be all in one render you'd want them to be dropped on a character in one choreography and then arranged in an appropriate order. Is there a chor where you have that? Can you show that? Basically i'm wanting to see the red bars of the actions in one chor.
  23. Be careful... that's how Poser got started!
  24. Actually i see that quite a bit. All I ever use is Quats so i just figured that's part of using Quats. The more distantly a bone is rotated from its original position and is rotated on more than one axis, the less the curves seem to correspond to the color of the manipulator rings. I don't know why, but they don't. I stopped being bothered by it once I realized that the actual value of a red curve or a blue curve isn't something i needed to worry about anyway. What I really needed to see was whether the curves were flat when I needed them flat and whether they were steep when i needed them steep. That's easy enough to edit even if the green curve is doing it instead of the red. If I need the bone to be in a certain angle at a certain frame I just move it to where I want it to be and the curves move to where they need to be on their own. It's a bit odd that a toe bone (?) which hardly gets rotated very much at all is doing this but but I dont' know where that toe has been! Just to experiment, select that one bone, turn off all but the rotate filter, press the "compensate mode" button and then the keyframe button to send the bone back to what it believes is its default rotation and see what that looks like. That should zero all the curve values out.
  25. I used to know how to screen cap on a mac too... there's some sort of button combo...
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