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Hash, Inc. - Animation:Master

robcat2075

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Everything posted by robcat2075

  1. You have 2. backwrds
  2. That picture does not show a gray model window. It shows no model window open at all. If a model window were open, the model's name would be in the title bar. Just double click on any model in your objects folder and it will open and display. Likewise, double click on the chor to open its window up.
  3. If you change a channel from Quat to Euler A:M will delete the W on its own as it is converting the values to Euler which has no W. But for character animation you really want to keep Quat. Euler is going to get you weird gimbal lock problems. Do the copy/paste I explained. It works, I've done it a hundred times in the same situation. If it's not working, you're doing something wrong.
  4. That's a new one to me. Are you saying the actual model window is gray inside?
  5. Lock IK has the effect of preventing IK solving from traveling any farther up a chain of bones than the bone that has it ON. The option only appears on bones that have an IK-affectable parent. A bone that has more than one child is not IK-affectable. Lock IK is rarely needed in today's rigs.
  6. Did I need to do that in my simplest IK leg?
  7. It's exceedingly rare you would want FK legs. Almost never. With TSM2 (and almost any other rig on this forum) you get both built in.
  8. Yes, get your CP weighting going as well as possible first.
  9. One caveat is that you need enough RAM for each RenderSlave to do its thing as they don't share loaded assets between themselves. For Most A:M scenes this is not an issue but I have run into some TWO scenes that needed all 4 GB on my PC just for one slave. I've been toying with this and find that I can use that last core if I go to the Windows Task Manager and set one RenderSlave's "Priority" to "Below Normal". That gives some breathing room for anything else the OS needs to do in the meantime, which won't be much if I'm otherwise away from the computer. For some reason my all-four-core renders were faster than my three core renders. I don't know why. Very cool! You need to post us a screencapture of that 60-CPU list in Render Server when you get that set up.
  10. nancy explained it but you don't need to really know exactly what the values mean. You just have to see that the values are obviously not staying constant while that foot should be stationary. Set the Key Bone filter Set the Rotate and Translate filters Set the time to the first key Select the bone CTRL-C Set the time to the second keyframe CTRL-V now the first and second keyframes match and the bone will not wander
  11. If the start and end keys are the same, zero-sloped and linear interpolation will give the same result, no change between the keys, that you want. However, as an example, take a look at the left foot from 2:12 to 2:27 where it is on the ground. The beginning and end are a bit different, so the foot will creep between. You could manually edit the second key to match the first or, easier, copy the first one onto the second.
  12. I tried to take a look at the PRJ but it doesn't have the model in it. None-the-less, I think zero-sloping your channels is the main to-do.
  13. I got your message... no problem. Can you send me an example invoice for what you are needing for me to document?

  14. I detect a tiny bit of sliding there. Make sure the keyframes at the beginning and end of a foot-on-the-ground portion are zero-sloped so the foot isn't wandering in between. And of course make sure the beginning and end are really in the same spot or the foot will still be moving as it tries to transition from one to the other.
  15. I can't because, even though i made my own, the school only wants AnimationMentor students to use their characters. It was an extremely basic character and really just a stick figure, however. You can make one better in A:M!
  16. Nic3e models! I thought that was maybe your photo reference image until i clicked on it. I'm not sure where the mirror is there. Is it in front of the book shelf looking thing? Normally you'd just leave the "surface" of a mirror as white. Are you wanting a dark mirror?
  17. Glad to have you around, Paul! Happy Birthday!
  18. Thanks, Nancy! I wonder what goes on internally that makes the reversed map come out differently. I don't think that gets you anything since Displacement relies on bump-style shading for its shading (shhh, dont' tell anyone it's a trick!). It uses the displacement map twice, once to elevate the surface and once to give it a shaded appearance.
  19. These two coins have displacement maps on them with similar settings. Both maps attempt to create details raised above the main surface. The top one with the simple bumps on it shades as expected for the light coming from above the camera's left shoulder. The more complex one, with the monkey image, has a varied result with different details seeming to be lit from different directions. Does anyone know why? DisplacementTest.zip
  20. About seven years ago they took down their six-foot fence and put up a nine-foot fence. Umm...There wouldn't be any razor wire on top as well? perhaps? And is it surrounding a large concrete "mansion"? Interesting true fact... in 15 years I have never seen them put out any garbage.
  21. Normally the ambiance shoudl be 0 for such a use. An object with ambiance 100% on might appear bright white. If you can post the PRJ and image, that will, of course, speed diagnosis up.
  22. I've voted several times! I'm sure others have too.
  23. is a surface set to 100% ambiance?
  24. About seven years ago they took down their six-foot fence and put up a nine-foot fence.
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