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Hash, Inc. - Animation:Master

robcat2075

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Everything posted by robcat2075

  1. Briefly.... Make a few different position keys on an object in the chor Go into the curve editor and move them out a few seconds there should be dotted lines leading to them and away from them select one or all in the curve editor and >Curve>... Interpolation method will set the default behavior for splines between the keys Pre-extrap method sets the behavior of the dotted lines leading into the first key Guess what Post extrap will do? Try all the choices and watch how the lines change. Pre and post extrap help create other than flat line behavior in non keyed areas. Repeating a motion ad infinitum is a common use.
  2. Hey I like that! For some reason it reminds me of those weird British 60's horror movies.
  3. What do i need to do to get this to play? I did press the play button.
  4. That's the "collision tolerance" setting. I believe it's in cm. you can change the default 3 to very low numbers like .1
  5. OK. I guess I'll submit that as an AMReport. thanks for your attempts!
  6. It seems to have something to do with my project. If I delete everything in those tags i can save the PRJ again.
  7. Try loading this prj in v16... cloth_tower08_taller.prj cancel out of the requests for images and models, then try to resave it under a new name. Are you able to save? It fails for me, even when the images and model are available so it's not their absence that is the problem.
  8. Strange result! I'd start removing material or groups one at time until something changes, then you know what might be doing it.
  9. That is odd! It looks like it just tastes it, then gives up.
  10. I've been to Copenhagen, but never to Menifee Valley. But Happy Birthday, none-the less!
  11. That works well. On your Youtube page you said you could keyframe that. Photoshop has a timeline now?
  12. Wow! That looks wonderful! Is that fast DOF or multipass DOF?
  13. Here's my entry. Two main strategies here: -Show user work and user comments -This isn't something they'll be reading while they walk around a show, it's something they pull out of their pocket after they get home and are interested in details. The images I've used are not necessarily the ones that would have to be used, i grabbed them because they fit. It's a bit experimental. This is more of a mock-up of a concept than an actual finished, ready to print thing. But if you want to pursue this, I could do more on it.
  14. The major reason for a fan bone rather than 50-50 weighting is that it won't collapse at extreme angles. CP weighting is my first gambit in most cases, none-the-less. I've used smartskin mostly to fine tune the deformation of face rigs that are mostly CP weighting and fan bones.
  15. Thank you for being around! Best New Year to you too!
  16. Not a preference really... each method is best for certain needs. CP weighting... for joints that don't bend much or clouds of CPs that are weighted all differently Fan bones... for groups of CPs that all move together like the middle ring of an elbow. SmartSkin... any motion not easily obtained by the above two.
  17. Works great. TSM Geometry bones are plain old bones like all others.
  18. Yes. Each smartskin is based on one bone's rotation so it's easy to do them before you run TSMRigger while all the geometry bones are still visible. This is also true of CP weighting and fan boning which you should do before you run Rigger. This avoids attaching fan bones or CPs to control bones. There's no case where you need the full TSM rig running to test out the rotation of one bone
  19. This isn't quite on topic for the flyer, but... would it be possible to make the download license work so that Mac users can use the same license to run A:M for Windows on the same Mac when it's running Windows? I dont' know if that's even technologically feasible.
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