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Hash, Inc. - Animation:Master

robcat2075

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Everything posted by robcat2075

  1. Happy Birthday to long-time A:M-er JohnL3D! Have a great day and a great year ahead!
  2. I dimly recall that that set was uploaded and on web video in some form, perhaps the now-defunct Hash video site. I have the blue set also, but no working VCR nor any capture interface.
  3. However... a few hours later the second one had exploded in thousands and thousands of collisions and was never going get past 77% The first one was still chugging along slowly completing frames and had made it to 33% Unfortunately, stopping one stops both.
  4. Less than an hour later the first one has barely advanced. The second one is far ahead.
  5. Here is a screen capture of the status bars of two instances of A:M They are both running the same cloth simulation with the same settings. The lower left one highlighted in green was started first. The upper right, in yellow, was started second and quite a bit later. The first instance (green) is bogged down in absurdly high numbers of substeps for each frame. The second instance (yellow) is sailing through with far smaller substeps needed for each frame and getting done faster. Same computer, same project, same settings.
  6. She may be too high-class for him.
  7. Note that David has the "Show Bias Handles" button at the top enabled to make the bias handles visible when a CP is selected. It is easiest to make that bias edit on the outline before you lathe, rather than have to make that edit on all the copies that get made.
  8. And you have done the work-around mentioned above? And you'll probably need to use a Windows compatibility setting since v12 was released before there even was a Windows 7
  9. Looking a bit further... when I look at just the cross section of the shape I see that the portion between the big ridges is only a single surface with no enclosed volume (see arrows). The 3D printer will need a model that is entirely enclosed. If you lathe an outline that is a continuous enclosed shape and use that as the basis for your model I think that would export and print successfully.
  10. My polygon knowledge is next to zero but when I look at the model in A:M I see it has many internal patches, which I think are bad for OBJ export and many flipped patch normals which maybe is a problem too? I'm not sure. Hopefully one of our 3D printing whizzes will give it a try.
  11. Choose your frame, set the models you don't want exported (like the Ground) to Active >OFF, then on the Chor>Export>Model
  12. I thought 10 was the end, but now it looks like there will be an 11... https://www.cnn.com/2021/06/16/tech/windows-11-leak/index.html
  13. I get the same appearance if I have "Show backfacing patches" OFF. Hit SHIFT-6
  14. Hmmm. What happens with the sample PRJ I posted today? That hasn't been downloaded yet. and what version of v18 is that?
  15. What is the "Collision Tolerance" setting in the Chor? I can get something like that pass thru if I set it very low, like 0.01 Set it to 0.5 or higher "Substeps" too low can also do that. 4 is already low. Try 16 or higher.
  16. Follow the link in my signature, the thread there will explain it.
  17. Yes that is very doable. One way is to make the mesh so that it can support both shapes and then Pose slider between the two. This would be a great topic to bring to Live Answer Time.
  18. I tested this fast version in v18 TogaThom006b arm poseSIMMEDv18.prj
  19. Is the cloth deflector material on all the objects?
  20. Thanks, Roger! That glitter seems to be a side effect of the GIF forcing the very slightest of highlights to a much brighter color.
  21. It's a big file. Probably that weird internet connection of yours. Here's the PRJ without the cloth simmed. TogaThom006d 1cm clothUNSIMMED.prj Load it, in the Chor and choose Plugins>Simcloth Simulate. And let it run all night. 😄
  22. The simplest hand "rig" is to make a Pose slider for each hand that takes the fingers from "open" to "fist". That's not much but it's fast and easy. The next is to add a bone that is a child of the hand but parent of three finger bones. Add a SmartSkin for it that curls the last two bones when it is rotated on its Z axis. Then hide the original three bones. Do that for each finger. Animating the main bone on X or Y moves the finger as a whole. Rotating it on Z bends the last two bones. This is similar to how hands are handled in TSM2 and (I think) the AM2000 rig in TAoAM The best hand rig is no rig. The three bones per finger that you already have. Hand rigs get in the way of careful hand posing. When I studied at Animation Mentor there was no hand rig, we moved all the bones individually. In A:M we can ease this process by making Drag-and-Drop-on poses for commonly used positions like Fist or Point or Thumbs Up or "hyperextended" or whatever... and dropping them on the character whenever we want to keyframe those in or, more commonly, use one as the starting point for a slightly different pose. The video in this thread shows how to make Drag-and-Drop Poses.
  23. A test of very dense simcloth, just 1cm patches. It took several hours to simulate but it drapes and flops appropriately and mostly avoids the faceted look that less dense meshes can get. TogaThom006d 1cm clothSIMMED.prj cloth 006d2000_.mp4
  24. That looks neat. Note... you can set the background plane to "Receive Shadows" OFF so the ship will not cast a shadow on the "interstellar space" behind it.
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