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Hash, Inc. - Animation:Master

robcat2075

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Everything posted by robcat2075

  1. 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.
  2. I used to know how to screen cap on a mac too... there's some sort of button combo...
  3. Could you show a screen cap of your PWS , showing all the actions onthe timeline?
  4. Those are still set to Quaternion, right?
  5. You really mean "consecutively", right. It can be done, but I'd need to know more about what you have.
  6. Can you do a brighter lighting scheme? That one too dark for me to see much.
  7. Good looking set! That will be tricky to light.
  8. He does look big!
  9. They're very high pressure balloons! I think that's the reflection of the horizon line you're seeing.
  10. I can think of several variations on what you are describing. If you can post a test case that makes it easier for us to jump in.
  11. The project doesn't make the settings in the plugin, they are whatever they were the last time you made settings in it. Here's what is in mine... With those settings i get no change at all from the front view. What are the settings you are using? that seems to be important
  12. try this... Toon_with_Spec.prj settings... You do need to have a light in the scene that has specular ON
  13. Here's the result I get on my PC with v16b. I don't know what the expected result is. what are the settings I should use with it? (Don't say "the defaults")
  14. Here's a test for a concept that didn't make its way into a BUS STOP segment. This was inspired by one of JohnL3D's experiments. UP_0000.mov mp4 version: UP_0000.mp4 It's all cloth.
  15. Nice set, Paul! That's defintely "Rear Window" I think some texturing on the plain surfaces is probably the main missing element.
  16. Don't worry! She didn't look bad, I realize it's just a test.
  17. She's getting somewhere fast!
  18. Yes it's some sort of video card drawing thing. i get it only when i am using the rotate manipulator. Try closing all other windows in your view. If you have "Workbook" on you can see a tab for every open window.
  19. Yeah, ground-on-top seems to be common today. I've heard some urban rumor style explanations of why it's "safer", but I really think the outlet should make a face. I'm old-fashioned that way.
  20. I just tried it with the center spline not exactly centered and got this. Select everything that is supposed to be Center spline, set that group's pivot to X=0, scale it to X=0% then do the CFA
  21. Are you 100% sure your center spline is 100% center and 100? flat?
  22. I tried your hand mesh and did this CFA... ... and it seemed to come out alright. I still think hooks are something to do with it but apparently not a simple case.
  23. It looks like there's a hook near each problem spot. That shouldn't be a problem, but I seem to recall there's somethign to that. Just to try.... detach several hooks on your source side, try the CFA again and see if you at least get a true copy of the unhooked mesh on the other side.
  24. When did people start putting the ground on top?
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