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Hash, Inc. - Animation:Master

robcat2075

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Everything posted by robcat2075

  1. A small tunic or toga might be a propo, rather than full naked.
  2. Right-Click on the icon for A:M and choose"Properties". Then go to the "Compatibility" tab
  3. The ground is a model like Keekat is. That's why it is in the render. You can see it has a listing in the Choreography, like Keekat does.. Delete it from the chor or set its "active" property to OFF in its properties window. The sky is not a model, it's not even a sky, it's really just a default color the camera puts there when nothing else is in the picture.
  4. And while you are making the second one, don't touch the pose slider for the first one or make any setting on it, or that will become part of the second pose.
  5. Yes. If these are the toe controls you mentioned earlier, the right and left foot need each their own pose.
  6. I like the foggy shots best for their painterly look. I wonder if there's some way to light the interior shot so it keeps that same mood.
  7. Yup there's whole world on the right side of the PWS. Normally I have the PWS detached from the main A:M window and it occupies my entire second monitor. But i can't screen capture it there.
  8. The "All" tab? That should be at the top of the Project WorkSpace window. The "Timeline" window (ALT-2 to toggle it on and off) doesn't have those tabs.
  9. I don't see a lot of twisting there. Is it visible from some other angle?
  10. That's not ghastly! In your first over head pic it looks like the legs bones are not really aligned with the legs. that may be a small part of the wobble. For these legs you want them to appear to be pointing straight back in the over head view and pointing directly at the knee targets. From the side view you want the targets to be about hip height. Fix those in the model. It may also be that you didn't have Compensate mode OFF when you did the upper leg constraints. Delete those two constraints and redo them in that Pose window. You can recall that Pose window by on its name in the User Properties and doing Edit Relationship. The main body bone looks like it may be slightly angled so that when you use the translate manipulator to move it "forward" it is gradually creeping to the side. Fix that in the model window.
  11. That would be called a "Circular constraint" which would be impossible for the computer to ever finish resolving. A:M tries to prevent you from making such a thing by not allowing you to select a child for a target.
  12. Make the knee targets children of the main hip or body bone, the thing the legs are attached to. You can just drag them in the PWS to change that. Then they will follow along as you move the character and generally stay properly positioned in relation to the legs.
  13. robcat2075

    Cicak

    that's a neat idea! There's probably a shot of a real lizard doing such a thing to use for reference. I think he will open his mouth less and get more horizontal wipe with the tongue.
  14. time to try it and find out! If you just want one control to do the whole thing, the slider pose thing is the way to go. If you want to animate the first knuckle and second knuckle separately, Orient Likes will permit that
  15. An alternative is to use "Orient Like" constraints. In a new OnOff pose add an Orient like constraint to each of the bones of the second and third toes to make them follow the first toe's bones You could do all these in the same pose.
  16. One solution would be to make a Percentage pose that moves them all together New Pose>Percentage Pose all three left toes in the most extreme they are ever going to be rename the Pose Left Toes or something like that Do a similar but separate pose for the right toes. There will appear as sliders in the Pose window and also under the character's User Props
  17. Every asset, all of them, have no history before v13, right? Well, I dont' necessarily mean a PRJ, but some asset has got somethign weird in it. These are the ones that had teh strange folders showing up, right. maybe they got something else buried in them. Do that. get one to render badly, swap in some simple object, delete your models, Save everything in a PRJ. restart A:M test that to see if it still renders bad and if it does post it. An example that does it will get it cleared up fast, just like with the phantom folders.
  18. this happens even if you start a project from scratch in v15? You just lathe a vase, plop it in a chor, and it renders purple? I've never seen anything like that from an A:M render from anyone. I'm going to guess there's something about the project that is doing it. If you can make a Test PRJ that does it post it. What version did you start this project in? The very start.
  19. that looks like a channel is missing. Not that I know why. Could you post good and bad renders of the exact same frame? This happens on all objects, even simple ones?
  20. When you have AO on (real AO) , an AO buffer is created in the EXR render
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