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Hash, Inc. - Animation:Master

robcat2075

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Everything posted by robcat2075

  1. I just watched that shot and they're cheating a bit, you can only see his feet while he's getting the first sleeve on and the second sleeve is seen from the back in big flurry of action. It looks good but you never see an arm go into the sleeve, just coming out.
  2. Perhaps in that case they could have mo capped the robe too? I'll remember to look for that one, next time I see it.
  3. Could you describe that more? I'm not sure what you are wanting to do.
  4. I too have had unwanted "Bone Position" keys that made for very odd circumstances until i found them. Hopefully someone can deduce the misstep that creates them.
  5. I don't think you can peak only one side of a CP. The whole CP is either peaked or not. You can peak it then move one side to resemble its former unpeaked shape.
  6. It looks quite ethereal. Increasing the air drag will reduce the tendency of the cloth to swing like a pendulum.
  7. I tend to set it to one and leave it at one. No over ride key that i know of, however you can manually type in any new value for rotation in the properties panel, or drag on the value in the properties to alter it in increments of one.
  8. Perhaps they could reside in the extended set that you see with "show all"
  9. One more hint... When doing a two-sided t-shirt, don't peel off the front until you've ironed the back side on, otherwise you'll be re-melting the front decal onto your ironing surface (which should be hard, not a soft ironing board).
  10. BTW, I've noticed the TGA file does not load into Photoshop as being 240 ppi like the original Photoshop file, so I've also uploaded a pdf version which should properly remember that it is 8.5" x 10.5" for printing purposes
  11. Is it possible to define some more smiley-type images, that are not actual smileys but are A:M interface buttons? So when someone is lost on what the "Patch Select" button is we can just insert the image without having to screen cap anything.
  12. Here is the file i used to make my TWO-Shirts for the TWO World premiere so you can make your own too. TWOTShirtParts.pdf (this one should print as an 8.5" x 10.5" page) TWO_Shirt_Parts.tga (this one may not print at correct one-page size, needs to be printed at 240ppi) It should all fit on one 8.5x11 inch iron-on sheet Print it out, cut out the parts and arrange them as you see fit. You may delete parts if you wish. The "festival-goer" version is like this on the front: and this on the back: The "fashion version" (which i prefer, now) has just the red mechanical heart placed on the left front with no slogan, and "The Tin Woodman of Oz" title on the back. When you are cutting out the parts try to exclude as much white as possible, but don't cut out the drop shadows. Happy TWO-Shirting!
  13. Nice outfit, none-the-less, Are sleeves unfinished or is that the intended structure?
  14. Is he wearing the Rabbit's sweater?
  15. Ah. An actual DOF filter will have settings to adjust the "focus" point without needing to alter the depth map. If you are using a depth map to drive a more general purpose blur filter (less desirable) then you'd use something like Photoshop/AfterEffects "Curves" to remap the original grayscale to new values to move the white to black point to new values as needed.
  16. that's very odd that the depth buffer is affected by a shader. It should be registering just distance from camera to surface. But that's with the null shader on? You don't need the null shader any more when what you want is a depth buffer and A:M can make depth buffers.
  17. Yes, single patches are infinitely thin. You can fake thickness by grouping the CPs on one edge and setting the group to "render as lines" and picking a slightly lighter or darker color and a small width value for the line. Then do that for the opposite edge.
  18. Good find, Ken! Mine has no foot sliding during the transition, but Ken's is easier and still uses transition to next action
  19. Turn off all the specularity drop the "Diffuse falloff" to something lower than 100% possibly add some tiny "roughness"
  20. Here's a fixed version that properly transitions. Action_Transition_fixed.prj I was going to explain the steps to do this, but the second time i tried it it didn't come out the same. Obviously I left out some step but I'm not sure what.
  21. I glanced at it briefly... the half-spin Shaggy does is because the model bone at the end of Chor Action 2 is pointing toward the door and just before Chor Action 3 it is pointing away from the door. [theory] If you look in Chor Action 3 you'll see there are no keys for Model bone so during the transition period A:M seems to be going from the keyed rotation in Chor Action 2 to the unspoken default rotation in Chor Action 3. Then when Chor Action 3 take over in full A:M reverts to the Rotation from Chor Action 2 because Chor Action 3 doesn't have any keys for the Model bone to supercede that. [/theory] However if i add keys to the model bone in Chor action 3 Shaggy still does about a quarter turn then back during the transition Is this a bug or a feature? I'm not quite sure. It's a curious problem I haven't seen before and I'm wondering what is different about this situation. I realize this doesn't solve your problem yet, if i have time I'll look further.
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