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Hash, Inc. - Animation:Master

robcat2075

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Everything posted by robcat2075

  1. It always surprises me how much faster the overlapped motion looks than the straight motion, even though they are all moving in the same time and moving to the same place.
  2. Shaggy demonstrates. Straight linear, hips first, head first. sidestep.mov These are not fully polished but the basics are there.
  3. A:M makes it easy! Check out my "Simplest IK leg" tutorial in my screencam tuts.
  4. Here are some notes on moving from side to side, which your dancers do quite a bit. http://www.hash.com/forums/index.php?showtopic=39799
  5. Some notes on moving the body from side to side. When the whole upper body moves from side to side as a unit it looks weightless because no flexible body with mass could do that.
  6. additional ideas: -Waiting room. Camera watches various people waiting for the doctor(?) to see them -Airport security check. - Coach class. Camera peers into each row of seats in a jetliner.
  7. If you hold down the shift key when you do "Bake Surface" a dialog box come up that lets you set "resolution" I think the number is like a power of 2
  8. He's looking for new asteroids.
  9. You win $100? That's $100 more than anyone wins at 11SecondClub! Congratulations!
  10. Fabulous news!
  11. that affect how the sprite image aligns itself to where it is flying. The surface direction (the "normal") governs what direction the particles are fired.
  12. Try this: Make the second keyframe something small like 90, then in the PWS, in the channel view, manually move the keyframe fro 90 up past 360. Then you can type in large values in the properties panel.
  13. Particles always shoot straight out of the surface they are coming from Look at Mark's sample model closely. it doesn't have emitters on the bottom of the feet, they are thin slivers near the bottom of the sides of the feet. The patches that emit particles are facing sideways but they are very near the bottom of the foot.
  14. on symmetrical models, what you move or select on one side happens on the other side also. this button
  15. It's in the project menu When I tried loading it it was asking for a darktree file. But my sample shows you how to rotate a material
  16. I'm going to guess that you don't want the character falling below the surface. Right? Watch the model bone at that part. Is it dropping down? why? Is it keyed to do that?
  17. Here's a PRJ that rotates a striped material 90° on a ball. MaterialRotate.prj If you need to rotate more than that, convert the rotate driver to Euler so you only need to make a beginning and end key and not three keys for every revolution as the default Quat interpolation requires
  18. It's asking for models and materials that are not yet embedded. And I dont' have any dark tree materials installed yet either.
  19. If he's that big, then the dust maybe ought to appear to move slower... or maybe it shouldn't travel as far from the feet since we're really viewing from quite a distance?
  20. That's a lot of dust! On Mark's he had just a thin sliver at the bottom of the feet emit particles but on yours it looks like the entire sides of the feet are emitting particles. Is that the case?
  21. I haven't had trouble with undo in years, but maybe you're doing something I never do. Can you make a sample PRJ that will always crash when you undo a certain step? Post that. You might also try a Reset Settings to see if that changes anything.
  22. the miniaturized planet Krypton that Superman keeps on his desk.
  23. hmmm... calibri is not a choice on the forum. the biggest difference I notice between it and Arial is the loose ends on e and s are shaved off more vertically
  24. And then there are fonts that have vocal fans. Helvetica even has a movie about it. I've seen it, it's not bad.
  25. you mean the ground? I guess you'd have to turn "shadows" off too, or set the object to not cast shadows. There's probably a thousand different ways to need this separate shadow stuff, what you do and what you get depends on how you will be putting it together.
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