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Hash, Inc. - Animation:Master

robcat2075

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Everything posted by robcat2075

  1. That will work and is probably faster than what I was doing which was dragging and sliding on the translate values while watching a progressive render. When you paste your values it's better to paste them into the instance of the material in the group rather than in the original material. As far as I know, there's no way to apply a material to a group while in an Action (or a Pose) like you can a decal. That would very powerful if we could distort a model in a pose and apply a material. I don't think placement is important for matcap since it doesn't have 3D details like combiner materials do. Let me know if I'm wrong.
  2. There isn't a rig "from" V13 that's not in any other. Short answers aren't going to do it. You need to tell us A LOT more about what you have. Show a screen capture of the bone hierarchy in the PWS.
  3. where did you get the rig from?
  4. groups have priority depending depending on what order they are in the list. I think lower is higher. try moving the window group below the body group which is probably overriding the window attributes. (that's still a lot of splines there. Did you really need them all?)
  5. I can't make that happen. Delete that channel in the PWS.
  6. A persistent blip in A:M is that reflective surfaces don't correctly reflect the camera background color which serves as the "sky" color in most scenes. To get a blue sky reflecting in your chrome you'll need to put a blue sky dome over your scene.
  7. If this were re-rendered with AO , a way would need to be found to make the sidewalk match the background as with Nancy's lighting.
  8. I'm not going have my own segment finished by the 20th so if anyone is panicking about their own piece it's ok to go over a few days. Let us know if you're on the way.
  9. The decal takes its vertical placement from however you place it on the screen. The object doesn't have to be centered vertically on Y=0 I've never tried the others.
  10. It looks more "there" with the AO. Would it be OK to have someone render it, Nancy?
  11. Do a commentary track too.
  12. Can you show the bad result? A spherical map wraps around an object rather like a Mercator map would fit onto a globe. Your target shape needs to be centered on 0 on the X and Z axi when you do the apply. If it's a body part that normally isn't, make an action that moves it there and apply in the action.
  13. The most important part will be to have things around the chrome that reflect in it.
  14. That importer started life as the Font importer. Then someone got the idea that if you had a font creator program you could make outlines for just about anything in it and send them to A:M via the Font importer. then someone thought "why need a font program to make just outlines?" and a new version was made that accepted outlines in .AI format since that was about the only universal format out there. If there were another single format that every program could output it would probably be a simple change. Does every program do eps now? I dont' know. New thought... it seems adobe's early .AI formats were very close to .eps. Is there some simple text editor change one could make to .eps files to make them appear as proper .ai files?
  15. Bird Beak, step by step. http://www.hash.com/forums/index.php?showtopic=38810
  16. Ya know what would be useful... if you could take any flat outline you've drawn with a spline in A:M and do with it what the AI importer does with AI outlines.
  17. I guess .ai is a proprietary format so the open source apps can't do it?
  18. Good idea. I've already cashed the check, though.
  19. One tactic for the tip is to bring all four splines forward in stead of just two and join them in a conventional x crossing. That will put four three pointers on the tip of the beak which is ok. Or bring a whole spline ring forward and scale it very samll so you can't see the opening. But how about something a bit more beakish like this: Beak.mdl It's always tempting to try to bend a basic primitive into shape but i think modeling the contours from scratch gives more satisfying results.
  20. William Kevin Detwiler (aka detbear on the forum) hired me to adapt my rocket animation as a logo treatment. And here it is: The string looks a bit steppy in this low res version, the final version was 720HD. The music is just a temporary placeholder I made.
  21. Well... The camera is an object IN the Chor. You can constrain it (both Translate and Rotate constraints) to make it behave as if it were a child of the null. Or, as you surmise, you can make a new model and add a camera to it which will be like a bone that you can make a child of another bone or Null.
  22. It was the most inexpensive car you could buy here. About $1700 in the 60's. I think i recall a promotion once that put it at $999. Even a very, very cheap Detroit car was $1900+, most were in the $2500-4000 range. And the whole hippie/Love Bug thing made it attractive.
  23. You could use the dupe wizard to spin a small shape around ins spiral and then copy one resulting spline to use as your path. Or... you could make the camera a child of a Null that would be at the center of your spiral. Then rotate and move the Null, the camera will spin aroudn it.
  24. The range of the chor is independent of the play range of the timeline. The chor range tells A:M how long to do things like baking cloth or particles. But play range is whatever time span you decide to play. It's just a few clicks to set it.
  25. Good looking character! Is he making an appearance in Bus Stop?
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