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Hash, Inc. - Animation:Master

robcat2075

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Everything posted by robcat2075

  1. r is the shortcut to bring up the rotate manipulator the pivot of a model is the origin of the black bone, aka the model bone, that only appears in the model window if you are in bones mode and click on the back ground. in the model window you can only rotate a bone with the rotate manipulator , you can not translate it. You can translate a bone in the model window if you turn off the rotate manipulator. when you are in the chor window r also brings up the rotate manipulator. in the chor window you can translate a bone while the rotate manip is active only if you drag the origin point. You can not change the location of the model bone within the model when you are in the chor window. you can move the model bone in the chor which of course moves the whole model. If you need to make a model rotate about a point other than its model bone... see my first answer. It does work. I know because I have done it many times. If it is not working, you are doing something other than what i outlined. You'll have to show a screen capture of something not working because what you are describing isn't detailed enough.
  2. Can you show a screen capture of it not working because I'm not even sure what you are describing.
  3. What key are you using to spin the model?
  4. If you need to temporarily move a model about any arbitrary point, constrain it to a null you have added to the chor. Add the null move it to the part of the model you want to be the center constrain the model to the null turn the null
  5. If you're wanting to eventually use a path constraint you'll want to do it treadmill style since that is the convention path constraints anticipate you will use. But animating with real motion forward is a more traditional method and makes the body mechanics problems more realistic. In most feature animation walk "cycles" aren't used because they look like robotic repetition after the first repeat. If a character needs to walk somewhere they animate every step and show the character thinking about why they are going where they are going and appropriately starting and stopping along the way. A Hanna-Barbera cartoon uses walk cycles disguise what would otherwise be a static dialog scene. They do lots of walking and talking in "Scooby Doo" for example. But feature animation tends to avoid such contrivances. Walk cycles got used in TWO for economy's sake, but they are pretty obvious. A good use of cycles in TWO was the parade scene. Ken Heslip animated a cycle that marched forward two steps and made the beginning match the end. Then at the end of the cycle he moved the character's model bone forward the exact distance of two steps to pick up where the last cycle ended. This has the advantage of not altering the length of the cycle as it was animated; a path constraint stretches the timing to fit the distance needing to be covered. Cycles work for the parade because that's a situation where the characters really are trying to repeat their motion. The longest stretch of walk cycle animation I've seen in a Disney movie was the opening of "Robin Hood" and that was... a parade.
  6. I think walks are THE hardest common activity to get right. It's really a bunch of different body mechanics problems all rolled into one. I like that you are doing the walk moving forward rather than treadmill style. That's a much better tactic.
  7. What's the character rigged with? Raising the heel seems to be giving you trouble. The biggy I see is that he's reaching his lowest point before his heel hits the ground. It comes after. Have you watched my vid? And/or studied Richard Williams section on basic walk?
  8. Yay! TSM2 lives to rig another day! It would be a calamity if they didn't since TSM2 uses the same constraints that have been around forever.
  9. do your other 3rd party plugins appear? It may be that TSM2 needs to be recompiled to work in 64bit?... and that won't likely happen.
  10. Change to Targa format, turn alpha OFF, then change back to your intended format.
  11. what os were you on before?
  12. briefly... -the job of the rear foot is to push the guy onto the foot that just got planted. If that rear foot is already sliding forward it can't be pushing much. -that gives the appearance that his center of gravity is way too far back. There's no way he could have enough weight off his rear foot to let him slide it forward when he does. -You can get more extension of the rear leg so it can push longer by pushing off with the toe. -after you finish pushing off with the toe and the foot is in the air, the toe doesn't remain curled up. In fact in animation we tend to let it lag behind as the foot is pulled forward thru the air. -after the heel contacts the ground the foot should slap down in another frame or maybe two at most in a normal walk. In animation we often lag the toe one frame after the foot -a real body is falling onto the leading foot and continues down for an instant after the heel contact, then the planted leg starts to push the body back up until it is ready to fall onto the next foot plant. - the front leg should be pretty straight when the heel contacts the ground and you got that right! Don't lose that when you are fixing the other stuff. - I made some videos on posing walks. look in the link in my sig. Richard Williams also covers fundamentals of walks in great detail in his book.
  13. Show a screencapture of it not showing the X Y lines. Axis lines haven't changed much over the years.
  14. Write a script, then scratch out a storyboard and and edit to a sound track and see how the thing holds up.
  15. Looks good, Mark.
  16. Looking good. I prefer the old weathered trashcan. Move the sign higher so it's not "tangent" to the top of the hedge. And move the manhole so it's not centered. To the right a bit. The other thing that's been bugging me is the clouds. The perspective seems off, like an upward sky shot was been decaled on a vertical plane. Is that reallya horizon shot of clouds? edit: it may be that they are not "lit" in the same direction as the foreground.
  17. yes, but I'll say what i said before... we gotta start you out from the start. Too many shortcuts happening.
  18. What is the life span of your particles in that clip?? But since you want an absolutely rigid flame shape, why not model it and texture it to be the colors you want?
  19. Closer... but look at the frame where his rear foot loses contact with the ground.... has he really gotten his weight over that front foot already? If not it's going to be bonk, bonk, bonk... down to the bottom of the stairs. Close wont' sell it to the viewer usually. You have to make his weight shift obvious.
  20. My expectation is that these segments will be brief enough that no inter-titling is needed. "Bus Stop" is really the *the title*. I might super each individual's name at the lower corner as I did in the Stereoscopic Anijam.
  21. Gonna knock some sense into you.
  22. The big thing about stair climbing is you have to get your center of gravity completely over the leading foot before you can pull up the trailing foot. This is especially true if you are climbing slowly. If his center of gravity isn't over the foot on the next step, how can that leg possibly push him up? On the second step he actually has both feet off the steps simultaneously. Can't happen. Impossible. Go to some stairs and try going up slowly. Try lifting up your lower foot without putting your weight on the upper foot. Actually go and try that.
  23. Sometime around October I might be able to get this not-yet-existent class I talk about rolling. It would move in very small increments like this. Basic bouncing ball Moving bouncing ball Squetchy bouncing ball Standing up Broad jump Sidestep
  24. Once a particle has left the emitter it's on its own and doesn't care where the emitter is, just like in real life. Your particles are going where they were pointed to when they were emitted. If you want a straighter exhaust tail you need a MUCH higher velocity and VERY short life. 100 is only the default velocity and that one is just set to 50. Real rocket exhausts travel at super sonic speeds, and even then they leave curved trails if the rocket turns fast. If you need an absolutely rigid jet trail you might consider modeling that shape.
  25. In this new case the new model has no name yet. It needs a Save As to establish a name for further "Save"ing. It's not a bug it's a feature. That's my theory. I've never used the library in 15 years of A:M'ing, though.
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