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Hash, Inc. - Animation:Master

robcat2075

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Everything posted by robcat2075

  1. 1 You're going to pull the top and bottom halves apart so... they are really separate models, right? 2 Tell me why booleans won't work for what you want to do?
  2. It could happen. To me the distances are so imaginary that not knowing the actual units never bothered me. I don't know what happens if you switch A:M units to inches or feet. I suspect 100 will still mean 100cm.
  3. First before you use any AM2001 rig character, turn all the auto balance stuff to 0% and never use it. In the User props there are sliders to go from IK to FK. I believe AM2001 characters have FK arms and IK legs be default. If you posed the character in a Pose Window you can later put the character in a chor and either move the slider to 100 (not recommended for whole body things for most animation purposes) OR... drag the pose from the User props onto the character (better because this creates real keys in the chor on the actual bones you used) See my screencam tut on Poses for info on draggable poses.
  4. Hey 3DArtz, glad to see you back. I haven't seen you around here in so long I can't even remember your name!
  5. unfettered particles, not under the influence of any force, and with no viscosity, appear to move 100 cm in 1 sec when velocity is set to 100 VelocityTester.prj
  6. An FK arm ( or any FK structure) should only be manipulated with the Rotate manipulators. Basically you crane it into place one bone at a time. It's possible to drag it around by the hand like an IK arm, but don't do that.
  7. Some bones will be intentionally limited. Bones on an FK arm would not normally ever be translated, for example.
  8. I looked at my walk vids again. I should redo those, I could make more sense now. Part of the "coarse" control problem is that I'm working on a small screen for screencapture purposes which makes one pixel of adjustment larger than normal. But you can always zoom in closer! That's a small detail compared to the larger one that the whole body appears without mass because it is not moving down when it should. Here are some observations: RS3DWalkNotes.mov On the rig problem I mention... you can constrain the IK foot control to a null placed a the heel of the foot and animate with that heel null instead and that will substantially simplify the situation. The AM2001 rig also lacks a way to raise the heel and leave the toes in place. You will still have to animate around that. For future characters i'd recommend using one of the more recent rigs that are on the forum and avoid the hassle. Alos... I forgot... download that clip of me walking from my screen cam page and watch the arms. Real arms are not in sync with the legs. The front arm doesn't start back until a few frames after the front leg has started moving back. The rear arm doesn't start moving forward until a few frames after the rear leg has started moving forward. Exact synchronization makes things look mechanical.
  9. What are some specific percentage units you have doubts about? I'm not sure of the velocity units. You could appraise this perhaps by setting up a simple emitter that gave off a few particles with no viscosity and no gravity and see how far they traveled and see if any relevant distance had been reached in 1 frame of 1 second (one second is the likeliest milepost since it depends not on frame rate.)
  10. There's nothing wrong with the render. We can show that by tracking the model on every frame and seeing that it is moving the same amount forward on every frame. BannerCapCaF25_traced.mov So if it still appears jerky, it must be a playback problem. Either Quicktime is not playing the frames back smoothly, or the display is not showing Quicktime properly. However, it looks fine on my computer. It's no smoother or jerkier than any other similar animation running at 24 or 25 fps.
  11. absolutely nothing? I open it up in V16 and particles come out of the volcano when I slide the time. Are you sure you have Show particles on?
  12. Baking wasn't the problem. Does the new PRJ work?
  13. I like that. He's like a mercury lava lamp on the outside.
  14. I had done the same. That was totally the best way. (I presume Robcat still has mine!) Yes. It was the only one!
  15. When I open your PRJ, the new instance ( the top one) isn't there yet, but it appears if I make a change in the Size>At Birth value down in the Groups properties. For some reason, the original channels for the fluid props not obeyed. If I manually make a change in the original curves it makes no difference. That's probably errant behavior, I think I 've encountered this before but couldn't duplicate it. I'll try to study the circumstances later. I've tried to recreate the original channels you made in a new chor. I can reload this and it seems to behave properly. See if this works better for you. LavaC.prj
  16. What happens if you delete the first "Shortcut to Lava"?
  17. But that's not "loading a model." When you do File>Open and navigate to where the model is supposed to be... the model is not there? It's going to be there. You don't need the Library to use A:M and you don't need models to be in the library to use them. Load and save them like any other file you load in any other program. in the PWS, you can also on the Objects folder>Import>Model to navigate to anywhere to load a model. You can on the other folders in the PWS to load their relevant files also.
  18. When you say you don't see it when you boot up, you really mean you don't see it when you go load a model and navigate to where you think it should be, right? Do a search and see if it's really where you thought you put it.
  19. Would you be interested in any help animating this? Two minutes is a long haul, but maybe i could try a one or two shot test?
  20. That is how it works for other particles like streaks and sprites. I haven't done much with Fluids.
  21. I wish you had said something about that sooner. Your non-crazy, non-rambling will work well too!
  22. And dont' worry too much about your commentaries being "in synch". Crazy rambling is fine, that's what the stars do.
  23. For the lens, carefully model a disk with a convex surface on each side. Make it transparent, with an Index of refraction greater than 1
  24. Now, there's a mystery! On the face I'd say something is wrong. i have encountered a few where's-the-asterisk situations but haven't nailed them down yet.
  25. They will be gray until you make some change in the chor. I'd have to see you do it to follow it better.
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