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Hash, Inc. - Animation:Master

robcat2075

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Everything posted by robcat2075

  1. robcat2075

    Face Rig

    I recall Victor Navone saying here once that Toy Story (1) was animated entirely with off screen sliders. No on-screen bones. That was long before he got to Pixar, so maybe he heard it wrong, but that's what he said.
  2. robcat2075

    Face Rig

    Because it's "there" where you are looking anyway. When i was doing AnimationMentor and we got the "Bishop" Character everything for the face except the jaw and mouth corner controls were done with the Maya equivalent of a pose slider and so when i made my A:M version of Bishop I did that too thinking that was the way it was done. But I hated that. Over in your pose box you have a long list of sliders like Left Lip Upper 1 Left Lip Upper 2 Left Lip Upper 3 Left Lip Upper 4 Right Lip Upper 1 Right Lip Upper 2... ... and on for about 40 items Everytime you want to adjust something you have to scroll through that box and read the labels to find the one you want. The problem with pose sliders is they represent all adjustments as a horizontal scale even for things that do not move horizontally. And they are not on the face. I very much prefer having a control on the face and that's what I've done since. When I want to adjust an eyelid or an eyebrow or a lip I like a control that is right there on what i'm moving. My preference may be too on-the-face for some and it doesn't look glamorous. Maybe they don't like the controls obscuring their view of the face and that's valid. These instrument panels we're seeing like Ken is showing are sort of a compromise between the two extremes. It's near the face but not on it and it doesn't abstract everything to a horizontal slider. But me... I prefer to have all those control details on the face itself.
  3. robcat2075

    Face Rig

    Yes .... but why would anyone want to? .... The more I look at other programs, the more convinced I am that A:M has a vastly superior constraint and animation system ... for those who know how to use it ... I'm with you! I don't see much there that we're not already doing and I don't see anything that we can't do.
  4. robcat2075

    Face Rig

    Interesting. That certainly could be done with A:M, although I'm getting to be less a fan of control-panels-on-the-side interfaces. What's a "brown bag"?
  5. you need an anticipation before each big stab
  6. No, they can not be re arranged. however, you can make a "selection Filter" (I've been tellin' you about those) for any set you want, causing only its members to be displayed in the PWS, and you can easily recall that Filtered set anytime after that. Two videos at this link
  7. Although it is sometimes said "half of English is mispronounced French". Thanks to William the Conqueror and 1066. I recall being in a cathedral in Germany in the 70's and seeing an inscription on a wall that was not in modern German but "old" German (according to the tour guide). It surprised me that that somehow resembled today's English more than "old" English does. I had German in school from the 7th thru 12th grade but aside from the first year the teachers were not very rigorous so not much was learned.
  8. We're glad you didn't go away mad! Be sure to show us that clip when you get it done.
  9. Welcome to the forum! I don't know what's causing that. Possibly you have radiosity on with odd settings or some other unnecessary render setting set oddly. If you can post a sample PRJ (with everything embedded) someone might be able to do detective work. Meantime... since that's a Kleig light, try changing the Options>Cast Shadows>Type>Z-buffered/Ray traced setting to whatever it isn't set to now. Test that.
  10. Generally, the "ease" property of a path constraint can be used to govern how an object progress along a path. Key in a percentage on any frame to make the object be that far along the path at that frame.
  11. Go to Render Options, select Shaded for Quality and then "Show backfacing polys" will appear as an option.
  12. The way to burn render settings into your project is to set them all (and i mean all) in the camera properties in the chor and set your render options to "use camera settings" Alternatively, at render time, you can save a "preset" that captures all current render parameters in a file you can re-load at future render times.
  13. I do best when i put on the Kaiser Helm and the monocle.
  14. That works pretty well. Some narration would plus it, I think.
  15. In my test i got keys on on all the lower bones too. For me it wasn't apparent until after the save. The Filter sets are VERY handy. I put a video up on them in the Enhanced Selection Filter thread.
  16. Key branch will key not only the bones I select but all the bones that are lower in the heirarchy than the selected bones so that won't do for what i want to key in this situation. However, i tried it and still got "Bone Position" keys.
  17. Danke sehr! Four trips to summer German Camp were not wasted! The immediate problem is those "bone position" channels which may be useful for something but in this case are really making a mess. Pasting rotate and translate keys shouldn't be creating those. If I delete them all, the animation will return to normal You're on to something here! If I turn off the Translate filter before I do the paste, i don't seem to get Bone Position channels. However, I need to have the Translate filter on because I need to paste translate keys. The work around for all of this is to have "Key Bone" on when you do the copy of several bones (as i did in the video) THEN turn on "Key Model" before you do the Paste. This will paste the keys correctly without creating the problem Bone Position keys. It's possible this is the correct workflow anyway, but I haven't checked to see how previous version handled this.
  18. Electric groundhog! He could just about make his own shadow.
  19. Auf Deutsch! KeyPasteTest.mov I don't know why it happens, but this is the first time I've been able to repeat it.
  20. If that 2003 CD runs v9 I'd strongly suggest moving on to the current version v16. v9 had a lot of growing pains.
  21. 8 years is a long time ago in software. You can find the last update that will run on your CD at ftp://ftp.hash.com/pub/updates/ If that's at least v10.5 the interface looks very similar today still. but v16 is much nicer and more stable. welcome back!
  22. I'm not sure the crease is because of the five-pointer but maybe more that the splines on the sides of it aren't making smooth curves.
  23. He has tags... but they aren't empty, there is stuff inside. I wonder what an EMPTYDRIVER tag is for?
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