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Hash, Inc. - Animation:Master

robcat2075

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Everything posted by robcat2075

  1. robcat2075

    TreeZ

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

    TreeZ

    I've never used Treez, where's the tut that explains it so I can try it?
  3. I just caught the clip with the clouds, that looks cool! Were you wanting sort of a boiling sky effect?
  4. I can see that making a good seaweed for underwater scenes.
  5. Have you got the rigging solved? If you have questions, ask!
  6. it seems the attachments didn't get attached?
  7. 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."
  8. 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.
  9. I think he needs to get whacked a lot harder at the very beginning.
  10. 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.
  11. 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:
  12. Making beveled n-gons the A:M way... http://www.hash.com/forums/index.php?s=&am...st&p=352714
  13. 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.
  14. 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?
  15. 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!
  16. 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.
  17. I think this may be done. Close enough? NoMatterC_2.mov
  18. Thanks, Fuchur, and thanks for being the go-to guy for A:M-to-game knowledge!
  19. For control freaks who need to precisely choreograph the coin's death... here's an all manual approach, made easy with bones: CoinRoll_600.mov mp4 version: CoinRoll_600.mp4 RollingCoin03.prj the "Ground level" bone moves the coin around the center. The "axis" bone is a child of the "Ground level" bone and is the axis of the coin and has two poses. One pose keeps it tilted toward the origin of the "Ground level" bone. The other is a slider that moves it closer to the origin of the "Ground level" bone. I only had to make keyframes at the beginning and the end: the "Ground level" bone turns 1440°, 4 revolutions the "axis" bone is spun on Z to make the coin "roll" ( I just eyeballed it quickly, it's not exact here.) the slider moves from 0 to 100 % to move the coin closer to the center.
  20. Muscle animation is for meshes that you need to make some shape-changing change to. A rolling coin wouldn't need to do that. Animating it with bones sounds most likely.
  21. He's very flexible!
  22. Remote control greetings!
  23. What is that?
  24. It's Real Close Now. NoMatterB_2.mov
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