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Hash, Inc. - Animation:Master

robcat2075

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Everything posted by robcat2075

  1. 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.
  2. a cutie!
  3. 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
  4. 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.
  5. 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
  6. 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.
  7. 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.
  8. 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?
  9. What isn't working now?
  10. When you have AO on (real AO) , an AO buffer is created in the EXR render
  11. A-HA! Thanks Mark! I think that was a leftover from the AM2001 skeleton that I took out to put in TSM2. So... how are those bus shadows doing?
  12. You mean you did the copy and paste and the extra channels dont' get created, right?
  13. Don't worry, it only takes 15 years to get up to speed.
  14. I'd be real curious to see what the other auditions looked like in a situation like that.
  15. Sorry I didn't completely read your question... This is done in the model window with >New>Decal rather than as a material After you've Applied" it you can set it as a Type>Transparency
  16. After you position the top and bottom of the image, choose Application Method>Cylindrical before you "Apply" the image. A:M will wrap it for you. Object must be centered on Y axis when you Apply, you can move it after.
  17. Yup, it does crash my v15, but my v16 can load it
  18. I'm impressed!
  19. That looks real sharp! Thanks for showing that. I'm glad you're loving A:M.
  20. I've made simple test case that does it. I haven't sent this to Steffen yet since it's a minor thing and I suspect it has something to do with my Shaggy model but if anyone wants to go Agatha Christie on it here's a screencam and PRJ: MultipleTranslateChannels.zip
  21. Here's the process of blocking and inbetweening a basic walk in the chor. Post #20 http://www.hash.com/forums/index.php?s=&am...st&p=345732
  22. Could that be a filterproblem? Like selecting all x channels in the chor? Etc. ? But it only happened on this one Null There are several identical pairs among them but most are unique.
  23. Anyone seen this before or know what causes it? It's only happened on one bone in the whole chor and I haven't tried reproducing it yet.
  24. Nice peg!
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