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Everything posted by robcat2075
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is a surface set to 100% ambiance?
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About seven years ago they took down their six-foot fence and put up a nine-foot fence.
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As Matt says, you'll need the leg or foot to be able to turn a bit independent of the body direction. You really can't do good turns while using a repeating walk cycle. This will work when you are animating each step separately as I showed you before: RobotTurn.mov (The audio may not play if this movie is played in a browser. In general, t's best to download all QuickTimes and play them in the QT Player.)
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I get it too. Has someone AMreported this?
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You can thank Rafael Anzovin for that one. So... mysteries solved? Why is that clip a minute long? You didn't really render a whole minute did you?
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Can other values be moved past 16,000 reliably? Like an X translate?
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I looked at the behavior in V13 a bit more closely and noticed that the rotation values increment as expected to about 15900 degrees and then at 15:28 flip down to about -15900 and continue to increment from there. There is a noticeable jump inthe bone rotation at the switch. I presume some sort of value limit is being exceeded in a variable. V13's behavior is probably more "wrong" but gave the appearance of working past 16 seconds. It occurs to me that this may not be truly solvable since there's no variable type that's truly infinite in range yet would have the precision needed to represent the rotation accurately. Or is there?
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None have ever been found. Not in this century, nor in the last. Not in this universe nor any other.
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And remember to turn off the auto balance stuff in Knight.
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I've been getting this pretty commonly since v15 (maybe even before that). I have seen that since ver 14, but also don't worry about it, since it renders fine. Noticed it while working on TWO, specifically the hypogyraf. If someone could construct a case that looks better in V13 than in V16 that would probably tell a lot.
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I looked at the behavior in V13 a bit more closely and noticed that the rotation values increment as expected to about 15900 degrees and then at 15:28 flip down to about -15900 and continue to increment from there. There is a noticeable jump inthe bone rotation at the switch. I presume some sort of value limit is being exceeded in a variable. V13's behavior is probably more "wrong" but gave the appearance of working past 16 seconds.
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I get the same behavior as you so i put in an AM report.
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I don't get that. My 32-bit A:M boots and a quick run through of TSM2 appears to operate normally.
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Can you post a test case? One that shows it worked better in a previous version would be ideal.
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Try this and see if it works unzip this to your computer SinfoTest.zip It contains a TGA sequence, a WAV and a .sinfo file Start a new PRJ in A:M import the TGA sequence into the Images folder as an image sequence create a new CHOR drag the image sequence into the camera view, choose "Rotoscope" when asked. It should then ask if you want to "import and link sounds...", choose yes. the CHOR should now have a WAV to match the TGA sequence which appears in the camera view
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The first problem i see is that you are trying to select bones that appear within the sphere of a rotate manipulator. When the rotate manip (or any other manipulator) is on, A:M is waiting for you to do something with that manipulator and will prevent you from accidentally choosing other bones while you are moving the manipulator. You can go on to shift select another bone you want outside the manipulator which will turn it off and give you access to bones it obscured or you can turn the manipulator off by hitting R or on bones that present the rotate manip automatically upon selection (R won't turn it off) you can manually invoke the Scale or traNslate manipulators which appear smaller on the sceen and may not obscure the bones you want or you can zoom in so that the rotate manipulator is smaller in proportion to the character and no longer obscures the other bones. or if the bones you want are already listed in your chor, you can shift select them there.
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Sounds appropriate. Easier... You could also do your upper body animation in a copy of the lower body action, then delete all the channels that made the lower body animation and rexave the copy.
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Sample PRJs that demonstrate problems will be very helpful in these things to make it easy for other people to test them, and since you'd want to submit a sample PRJ anyway if you do make an AMReport.
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If you've found something newly broken in V16, now's the time to ask about it here on the forum and confirm it and then report it to AMReports. Not feature requests, but things that actually worked before and suddenly stopped. I say that because Steffen is starting on V17 already and before long it will be impractical to put fixes into both both v16 updates and the v17 betas. So it's "speak now or hold your peace until v17." There shouldn't be much to find since v16 was in beta for more than a year. No, i don't know when the first v17 beta will surface or what new wonders it will contain.
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The washed out color? Is there a light shining on the surface the decal is applied to? I guess there is because you're using AO for the drop shadow? That may be it.
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Looking for help w 5 point patches
robcat2075 replied to UNGLAUBLICHUSA's topic in Work In Progress / Sweatbox
I'd have to see it. I thought the "outer" was the original that you had all closed. -
You really mean the orientation, right? The head bone is attached to the neck and spine and has to move with them. you can isolate the rotation of the head (or probably better, the neck) by Orient Like constraining it to something higher in the hierarchy than the spine hones. The first spine bone is a likely target.
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4-6-4 Steam Locomotive & Tender
robcat2075 replied to R Reynolds's topic in Work In Progress / Sweatbox
You can also just Shift-select all the models and either scale one manually or enter numbers in its scale props.