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Hash, Inc. - Animation:Master

robcat2075

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Everything posted by robcat2075

  1. I'd say this is something very easy for the human eye to discern the needed action, very difficult for the computer, that only knows the model as a cloud of splines in space, to identify the correct result.
  2. 5 point patches like to be fat and flat. Long, skinny ones with one tiny edge won't behave well. I added "Added Spline" to make the 5 pointers closer in proportion to a "regular pentagon" like on the 5-pointer button. Problem_Shell_B.mdl
  3. I see one pair of patches that have dark corners but I dont' see the squiggly lines. Where are they?
  4. I think people really liked the continuous appearance of BUS STOP because it made the various individual contributions seem part of a bigger whole.
  5. That's a feature not a bug. This prevents numerous internal patches on many extruded forms. Patches must have more than one spline for their sides. You could fill the end by extending the 4 CPs and joining them to make an X over the open end. Or by extruding the end ring once more and scaling that down to very,very small and moving that to be flat with the intended ending.
  6. You need the little yellow hairs that indicate Normal direction? Only option for that is to do a screen grab. Stretch your model window out to a desired size, choose shaded mode (9 or 0), turn on Normals (SHIFT 1), and screen capture that.
  7. i guess the bottom line is... whoever is organizing it will need to make sure it really works for all possibilities and define it so there aren't any possibilities that don't work. I thought we had BUS STOP made foolproof but a whole bunch of segments came in not meshing with other segments. Gah!
  8. The problem i anticipate with the "sports event" is that every sport really needs a different set for the action to happen on.
  9. That was fast! He looks like he's under a microscope.
  10. I'll be interested to see what you do with this. A rat woudl be a good "hair" test project, although if the camera is far enough away you wouldn't need the hair.
  11. A quick test of AutoHotKey hasn't succeeded in translating an ALT + left mouse button into a "t"
  12. also known as Zaryin on the forum, and doer of much fine A:M work, Happy Birthday!
  13. I believe A:M configurations, including keyboard shortcuts are stored in the Master.MAC file in the A:M directory. Since each version of A:M has its own folder, each has its own MAC file. In 64-bit A:M the file is called Master_64.MAC. I don't know if simply renaming will make a 32-bit MAC work with 64-bit A:M so it may be necessary to keep MAC files for both 32-bit and 64-bit A:M if you use both. you can update your MAC file by making your keyboard shortcut changes in the usual way, then saving a PRJ, then quitting A:M You could keep versions of your MAC files in appropriately folders since the MAC file itself can only have that one name. Copy the MAC file you want to use over the one currently in your A:M directory.
  14. Yes, if you have everything else pretty much in place it will be a very slight alteration. And you have to manage it on a frame by frame basis to get in and out of it smoothly. Another reason to have everything else fixed before you get into leg scaling. By default TSM2's leg scaling slider only stretches the leg but it is easy to edit that slider to enable shrinking in the negative number range.
  15. I did not know that! By golly, it works! I know what you're trying to do... you've been tempting Maya users to come over to A:M! I don't think A:M has an ability to program key+mouse button combinations, but I think that would be worth a feature request: "Enable assigning of SHIFT/CTRL/ALT+mouse button combinations" and give some examples of combinations you would like to work. It's possible a hotkey utility such as AutoHotKey might be able to intercept such combinations and convert them to a standard A:M shortcut
  16. AM20001 rig doesn't have seamless IKFk switching (although it is possible to separately pose the IK and FK controls so that the switch is smooth). In 2001 such things were unknown. In 2005 my teacher at Animation Mentor said he had never seen a rig that could do that and he was working at ILM. In 2006 we got the Squetch rig for Tin Woodman whch can do seamels IK-FK and TSM2 can be easily modified to do it also. Big time Pixar professionals try to get all the other motion going right and then if there are still knee pops, they scale the legs to hide it. However AM2001 doesn't have leg scaling.
  17. Hard to tell from just a verbal description. Although it isn't essential, have you watched my video on keyframing basics?
  18. And always set the auto balance sliders in an AM2001 character to 0
  19. ya wanted frame 15 when you're looking at frame 45... i got ya frame 15 when you're looking at frame 45!
  20. Lessee.... Try these settings, then when you are on frame 45 you should see frame 15 in onion skin
  21. In the PWS, in the chor, set its render mode button to not visible. (Rodney... we need more icons!)
  22. If a bone is blue (signifying a keyframe) that means you're not in a model mode, you're in an action or the chor or a pose.
  23. Onion skin is on? Shift 5 I think
  24. Generally, Poses are for small details that will need to be frequently used and are a hassle to key each time you need them. Generally, Poses are not useful for When you use a pose slider on a character in a chor only a pose slider setting is keyed, no other keys are created in the chor. Hard to modify in the chor. A pose dragged onto a character in a chor transfers the keys that were in the pose onto the character's channels in the chor. Easy to modify in the chor.
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