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Hash, Inc. - Animation:Master

robcat2075

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Everything posted by robcat2075

  1. First, can you find the constraints you made, in the PWS?
  2. Happy Birthday, John! We enjoy all your tinkerings and experiments, explosive or otherwise!
  3. Constraints also have precedence depending on what order they are in the PWS. I forget whether lower is higher, but you can reorder them by dragging them. Close and reopen your model after that.
  4. robcat2075

    TreeZ

    You can still make your tree in V15 if you have it and use the result in v16
  5. It would be cool if his puffy shirt could be flapping in the stormy wind.
  6. I'll see if I can make a boiling sky. One thing that baffled me was how the realtime view of him was dark brown but if I preview rendered part of the screen all the colors would change. Why is that?
  7. robcat2075

    TreeZ

    It works in V15 for me but not in v16 so I've made an AMReport of it.
  8. robcat2075

    TreeZ

    After a cursory try in v16b I find I get a tree but no "levels"
  9. robcat2075

    TreeZ

    I've never used Treez, where's the tut that explains it so I can try it?
  10. I just caught the clip with the clouds, that looks cool! Were you wanting sort of a boiling sky effect?
  11. I can see that making a good seaweed for underwater scenes.
  12. Have you got the rigging solved? If you have questions, ask!
  13. it seems the attachments didn't get attached?
  14. I'll also note that booleans such as polygons modelers have that actually cut the mesh don't always work. You can put two shapes together, tell one to cut the other, wait for it to chug through all the calculations and then get the message "Operation failed."
  15. There's something about the way he starts out that doesn't seem to be enough for what happens to him after. I think we should be seeing this more from the side, too.
  16. I think he needs to get whacked a lot harder at the very beginning.
  17. Don't worry... it only take a mere 10 years of constant daily use to become proficient. But seriously... because toplogy is so important, A:M does take a bit more advance strategery than other modeling paradigms. It's easy to build the bevels into a shape, difficult to add them later. The hard part is recognizing the easy way first.
  18. A few boulders might help the effect. Model a rough lump and put a few larger ones inthe foregournd and smaller ones in the mid ground and maybe none in the distance. There are several Darksim shaders included with A:M that make terrain-looking surfaces. If you do some hunting on "grayscale elevation map" you may find an image that could be applied as a displacement map to give you more surface detail. This one isn't quite a proper elevation map but it's similar, height is represented as brightness:
  19. Making beveled n-gons the A:M way... http://www.hash.com/forums/index.php?s=&am...st&p=352714
  20. I tried this... I exported my Chor action as an action, loaded the action, deleted my original chor action and dropped the exported action back onto the character, then Baked all Actions with a tolerance of 0 and I got a key on every frame on every bone.
  21. Generally you should build the bevel into any lathe or extrusion profile before you lathe or extrude. That covers most cases. For flat shapes, the AI wizard will import an outline and put a bevel all around the edge. Can you picture other cases are you trying to do?
  22. Sent. Thanks for letting me do a shot! This turned out to be quite a challenge as i have never worked with a character with such short proportions before. It also took me a long time to come up with a performance. But now it's done!
  23. And I'll note that if this is something you should end up doing frequently, you can make a Selection Filter of the bones you are about to delete, making it easy to select them in future instances.
  24. I think this may be done. Close enough? NoMatterC_2.mov
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