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Hash, Inc. - Animation:Master

robcat2075

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Everything posted by robcat2075

  1. There's your problem. That's not what you do for the first key.
  2. You can upload anything in a zip.
  3. I would need to see this not work. I'll note that the directions in "It's a Pitch" work as written. You're doing something.
  4. I'd have to see you do it. CTRL also works.
  5. One of our forum members, Mike Sanderson, took me on a tour of DNA when they were working on "Ant Bully" around 2005 or so. Everything the animators worked on was gray, no textures at all, not even flat colors like we might assign to a "group". The texturing was just about the last step in the pipeline before rendering. Probably for the same reasons we have. Procedural textures ("Materials") will survive resplining. All you have to do is add the new splines to the group the material is applied to. Blue Sky's "Robots" was ostensibly made with only procedural materials. It can be done.
  6. I'm pretty sure in that video I never tried dragging a rectangle around anything in the Chor. Did i do that? That won't work. I hold down the shift key while I select the bones.
  7. Simple one-bone example case: Why_You_Need_to_Force_A_KeyFrame.mov good so far Remember, for this step you are in Key Bone mode (we need more icons, Rodney!) and have manually selected all the bones you want to key. We do this so -we don't force keys on bones you'd never want to key ever, like hidden rig bones -we do force complete keys on bones that , for example, may have been translated but not rotated yet in the process of making that first pose. We want to lock down both of those aspects of the bone before we move on. There are many hidden/rig/fan bones you do not want to force keys on. You are forcing a keyframe when you manually move a bone, but if you only translated it or only rotated it then it wont' have both translation and rotation keys created. You need both to make sure interpolation between the previous pose and the next pose isn't contaminating this current pose. After you made that first pose and then forced keyframes>"In all filtered Channels" on all the desired bones, on all subsequent poses you can turn on the "Whole model" filter, select any one bone and Force keyframe>"Only in filtered channels that pre-exist" and all the bones that were keyed in the first pose will get complete keys again, even if you hadn't needed to move them for your new pose and it does it without creating keys on hidden/rig/fan bones (since they have no channels in existence yet). This nuance is something the one-bone case can not show.
  8. 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.
  9. 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
  10. I see one pair of patches that have dark corners but I dont' see the squiggly lines. Where are they?
  11. I think people really liked the continuous appearance of BUS STOP because it made the various individual contributions seem part of a bigger whole.
  12. 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.
  13. 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.
  14. 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!
  15. The problem i anticipate with the "sports event" is that every sport really needs a different set for the action to happen on.
  16. That was fast! He looks like he's under a microscope.
  17. 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.
  18. A quick test of AutoHotKey hasn't succeeded in translating an ALT + left mouse button into a "t"
  19. also known as Zaryin on the forum, and doer of much fine A:M work, Happy Birthday!
  20. 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.
  21. 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.
  22. 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
  23. 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.
  24. Hard to tell from just a verbal description. Although it isn't essential, have you watched my video on keyframing basics?
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