model one brick,
make it longest on the X dimension,
select it,
choose the Duplicator wizard
set the X translate to however long your brick is plus some small space
set all other parameters to 0, except leave scale at 100%
set Method to duplicate
set repeat # to something>1
hit oK and you get a row of bricks.
then you can select all that and use the Duplicator wiz again to repeat it upward on the vertical axis
Generally a change to a model will show up right away if the same model is being used in a chor. Spacebar will refresh any view.
I've noticed a few things, like changing a constraint, that don't always bubble thru. Then i close the chor window and re-open it. In rare cases, I've had to Save the chor to force an update. (If your chor is embedded in the PRJ, save your PRJ instead)
units are the same in both environments.
If you put a very large object in the chor, move the camera back or set it to a shorter "focal length" to see it all, just as one does in real life.
The camera view (number pad 1) in the Choreography is always perspective
the other numberpad views (front, side...) are usually defaulted to non-perspective. you can switch them with the \ key
It's not hard to rig a spring shape that deforms properly.
I used the duplicator wizard to extrude this spiral shape and used "Bone Falloff" to quickly fade the weighting of the CPs from one bone to the other.
If I left it at that the cross section of the springs would have flattened as the spring was squished.
So... I selected each spline ring individually and used "balance Selected" in the CP weight editor to make the CPs all identical in weight.
Now the spring maintains its volume as it is compressed.
springH264.mov
I'm watching an MST3K right now and looking at this tom servo character and thought of this thread. But where are the springs? Is it his elbows?
He doesn't seem to do much with his arms. It's not like they have to extend much.
A displacement texture solution like this might suffice.
http://thisisonlya.blogspot.com/2010/03/robot-elbow.html
Cloth gets angry when it gets caught between deflectors such as in an armpit or inside an elbow. I've had success by deleting geometry on those interior areas.
I'd also suggest increasing the "damping" values on your cloth to reduce the constant fluttering.
if it's generally short hair you can use "styling" to give it the direction that fur would have and turn off dynamics so it isn't trying to react to gravity.
I think the Yeti mascot character is in one of the sample data collections; that had polar bear-like fur that might be studied.
Another suggestion on the walk. Give her a prop like a purse or umbrella or something to hold in one hand and then she will be that much less like a symmetrical robot.
A purse that she is holding to her (camera) side would work well.
I like that.
The bottle throw can be made more effective by fixing the arc it travels. The bottle needs to fly off in the same direction it was going when it was released.
On the walk, don't women in high heels mostly stay on the front of their feet and skip the heel? I haven't worn heels in ages so I don't know.
If there isn't a lot of talk, try a story board first.
A:M is getting faster, computers are getting faster, Jenpy's SSAO plugin may be ready soon and remember... Pixar did its first 6 movies with no raytracing, no AO, no SSS.
writing
I'm not sure what that said but when you write a letter of complaint to your ISP, be sure to use periods.
Are you trying to watch those in your browser?
Right-click an download them like any other file instead.
Welcome to the forum!
In the tutorials link in my signature, there is a video about "Keyframing Options" and another one about making things stay in place.
Give those a watch, those should clear up the key framing process for you.