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Hash, Inc. - Animation:Master

robcat2075

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Everything posted by robcat2075

  1. Can't see the buttons so i can't tell what mode you are in or what you have selected.
  2. the 16 is closer, since il'' be testing for faster movement. Now we're getting somewhere! You want it faster? In the first PRJ you posted he was taking about 12 frames per two steps in the chor. load this PRJ and look at the new chor "runcycletest_12frame speed". Is that closer to what you want? 1sttestfast_RCHmod02.prj Notice that in all of the chors his left foot slides forward slightly while it's on the ground but the right foot slides backwards slightly. Is that the "ski" motion you've been referring to?
  3. there's your chor "runycletest_compressed speed" and mine, renamed "runcycletest_original speed". yours is a cycle on 16 frames, mine is an action on 16 frames. there is no change in speed, compressed or otherwise? "original speed" takes 20 frames to do two steps "compressed speed" takes 16 frames to do two steps Both use the same run cycle action (yours with slight fixes), but there is a pretty apparent difference in how fast they travel. Which one is closest to the effect you are trying to get?
  4. I thought it was all a hand drawn project. Maybe you're going to rotoscope your 3D?
  5. click on the Anime tab : http://vintagefilms.hash.com/ There's a lot of different looking anime style animations there done with A:M. The "Mystery Egg" is particularly good looking.
  6. What 5 cds are you referring to? A:M does do nice toon rendering for anime look. There are many nice anime project done in A:M
  7. IF there isn't a loop option , I know there is the ability to keyframe any specific frame in a sequence. Apply the sequence normally as a decal. Then in the chor enable "show more than drivers". This will expose the group and image and their properties. if you have a 50 frame sequence, on frame 0 in the chor key 0 in "frame" (it's there, you gotta dig for it) on frame 49 key 50 on frame 50 key 0 again on frame 99 key 50 again and so on set that channel to linear interpolation.
  8. Sure. It will download like any other link, right?
  9. He's lookin' gruesome! (needs a doorknob)
  10. This is not a problem of keyframes being slightly off of a whole frame. The difference in appearance between a run cycle of 20 frames and the same thing compressed to 16 frames will be slight. It will not result in some significant pose being completely lost. I've made a few changes to the original PRJ. Load this and watch the two chors in it. Tell me how this either is or isn't what you are trying to get. Be specific about which one you are referring to. 1sttestfast_RCHmod01.prj
  11. Also... is "runcycle16" the compressed version of "runcycle"?
  12. I'm looking at the PRJ you posted at the top.... action "Runcycle" is about 22 frames long. action "runcycle16" is about 16 frames long. Do either of those appear to be the speed of action you want when you play them in the action window? Be specific.
  13. That will work better. I like to put in the major landmarks first, like the eyesockets and the mouth and the profile contour and then stitch in the splines that bridge between them
  14. Check that your hand-drawn rotos agree with each other as much as possible on the placement of details or you'll go nuts trying to model to them.
  15. How about if we didn't have any fart jokes?
  16. I'm not trying to laugh at you, but I'm not sure what you are describing. If you have scaled your keyframes and they don't exactly fall on whole frames, you'll still get something rather similar on the nearest neighboring frame.
  17. This is one of those moments where text is inadequate to convey meaning. I can sort of dimly envision what you are saying but there are many uncertainties that leave me... uncertain.
  18. That looks great! (Idea for next revision... ghost waves as he comes by on the turntable)
  19. In the Pose window or in the Properties window under "User Properties" If you do this while you are looking at the model in the model window and then resave, that will be the default for the model If you do this while the model is selected in a chor or action window, that will be the state only for that chor or action.
  20. One not-quite-related tip... when you are animating anything with this AM2001 rig, turn off the "balance" and "balance steady" sliders. Auto-balance is a bad feature you don't want.
  21. What Spleen said. It looks like there's a small black area on his right leg in that Cp assignment view. That suggests some CPs are still assigned to the model bone. Make sure you have Lock CPs off while you are lassoing CPs
  22. There's a few things I'm not sure about. You have two actions runcycle(which uses stride length) and runcycle16(which doesn't use stride length) The one with stride length has the stride length mis set. The stride length should represent the distance from toe to toe or heel to heel rather than from rear heel to front toe. Heel to toe will be too big a value and will make the feet appear to slip if you use the action in a conventional manner on a path. Is that why in runcycletest you use the one without stride length and are manually advancing the character?
  23. I remember him making his last post. That was a disappointing loss.
  24. In the movie I put up his slipping is small, maybe less than the length of a toe. Is that what you are referring to?
  25. scroll? you mean scrub thru the timeline? In "runcycletest1" he looks to be moving forward.
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