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Hash, Inc. - Animation:Master

robcat2075

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Everything posted by robcat2075

  1. only, almost nothing happens! it's a very, very slow thing, you'll see. a very entertaining "almost nothing" hopefully. Shorter is usually better in these pursuits.
  2. Have you watched my videos on Keyframing options? In my signature. I just pick out the few bones I'm going to animate and force a key on those. A-HA! I see what's gone wrong. That is for re-aiming the camera while you are looking thru it. Your mouse direction is leading the camera which makes the view look like it's going in the opposite direction. I never do that. If you just want to navigate around the 3D space use the T to turn and M to move an don't' hold anything other key down. Holding the mouse middle-button down is the same as M
  3. you need to turn the pose "ON" you can find it in the Pose window or under "User Properties" when the model is selected.
  4. http://www.hash.com/forums/index.php?s=&am...st&p=335615
  5. One way... -use Markers to plot where every heel contact is going to be -move the body (the bone that controls the hips and everything above) between the first two markers -pose the front foot (right or left, make a choice) to make the heel contact pose at the front marker -pose the rear foot to make the push off pose at the back marker. Remember the back marker marks where the rear foot's heel came up from, not where its toe is -adjust the body up/down/left/right so that the legs are not too bent or pulled too tight. (-at this point you may decide you need to fine tune the foot poses, then fine tune the body position some more, then the feet again...) -pose the arms and spine and head and whatever, then make sure it's all keyed on this frame advance to the frame of the next heel contact -move the body to between the 2nd and 3rd markers (the legs will look like they are left behind) -bring the rear foot forward and pose it to make the heel contact at the 3rd marker (now it's the front foot) -repose the old front foot (now the rear foot) to make the push off pose -adjust the body again so the legs are right -pose everything else and key it advance to the frame of the next heel contact -move the body to between the 3rd and 4th markers... wash rinse repeat... see the pattern? On another note, are you sure the Lite rig doesn't have a heel raiser? that would simplify posing.
  6. Do you know a free program that does it?
  7. A 24p DVD is one that stores the 24fps movie ( or 23.976, really) without converting it to 30fps. Almost all Hollywood movies on DVD are that way. I have cheap DVD software that can do NTSC 30 and 29.97 DVDs but not 24p DVDs. I ask this because I'm thinking of distributing the finished "Bus Stop" movie as a DVD image that people could download and burn at home and it would have things like chapters for each segment, commentary track, a caption track that identifies each animator, and maybe other extras? Since the movie would be rather short the DVD image would be manageably small. But right now I'm just wondering if anyone has 24p authoring capability.
  8. And the whole stem! Lathing is is one of the most used tools. Part of A:M modeling is seeing something like that tire and saying "ah, a lathed shape. Easy!" To get a circle you can lathe any spline, delete everything but one spline ring, and that spline ring that's left... a circle!
  9. Thank you! You can get a substantially smaller file size with: Render to File Settings>Output>format>Quicktime then expand the format triangle>save options>set and choose a codec that compresses more MPEG4 or Sorenson 3 are safe choices
  10. I believe the first use of Lathe is in Ex 9 "Flower Power". Do that if you haven't already.
  11. A-Ha! I have seen these spurious "position" keys before but don't know the cause. Deleted them and resave under a new name and reload.
  12. even 40 seconds would almost certainly be too long for a project like this. Quick vignettes is more the order of the day. well that's that, then, this brain only knows how to do stories. how have the previous community projects been displayed, is there a chance to have a shortie on the side? as in "this time the assignment also inspired one short film, here." it seems so connected to the big project anyway. oh mtpeak2 was not the one who made the bus! that's trouble. hmm. I've been thinking some more... if it's an entertaining 40" or 1'40"... why not? go for it. That's a lot to get done. Short ideas are more likely to get completed. The lighting Q... I don't know... the technical problem is that almost everything has the lighting baked on it. The sky and hedges are going to look the same no matter what light.
  13. even 40 seconds would almost certainly be too long for a project like this. Quick vignettes is more the order of the day.
  14. Why did they need to be on a different bone?
  15. I haven't watched that vid but here's the simpler way i'd do it. you know how to lathe a circle by lathing out a cone and deleting all but the bottom ring? you get a circle that's flat on the horizontal. Make a circle that way, then rotate the circle 90° so it's vertical then scale it so it's about as wide as the width of the tire tube in the image. Not as big as the whole wheel, just as wide as that rubber tube cross section would be. Next, move it so it's as far from the vertical axis as the inner edge of the tire is from the axle of the wheel in the picture. pick one CP, hit lathe and you get a torus for your tire. rotate and move it into place. Does that help?
  16. hmmm It's odd if it isn't a simple CP assignment thing. What do the "clothfix" bones do?
  17. Text will only get us so far. If you can do Project>Embed all and then save the PRJ under a new name and post it someone may be able to diagnose it.
  18. If it works, it works! Welcome to the forum!
  19. If you actually saved a new Thom it's possible you unknowingly scaled the null in the model while you were doing other modification. Looking at both Thoms in side by side model windows would show pretty quickly if the hip nulls are the same size or not. If it causes no other problem I'd not worry about it. However, if you scale a null or bone it usually scales all its children which is usually not desired since they will no longer be where the modeler intended them to be and the rig will no longer work as it was intended.
  20. that's not actually the whole A:M window but it will do... The bottom pane is the "Timeline" window (alt-2). It shows keyframes and channels for whatever is selected or whatever you have pinned. It will show properties too if you have "show properties triangle" enabled in your Options and have pressed that triangle. The red-green-blue lines icon you have pressed now and the six dots icon next to it (lower left corner of the Timeline's right pane) choose between the keyframe view and the channel view. The top left pane is the PWS. It's like the Timeline but it shows a line for everything in your PRJ even if they are unselected. I like to detach the PWS and spread it out on my second monitor. The bigger your PWS is the more you can take in about what's going on. That null doesn't look wildly enlarged. You can load another Thom to compare sizes. It looks ok to me. If it's distracting you can switch back to Director mode (F9) while you watch your animation play and go back to Skeleton mode (F8) to animate. I do that frequently. Those modes have buttons at the top as well.
  21. there are two properties windows already open, one of them has a headline that says Properties, the other has a pin on the upper left corner and no headline. both say scale values are a uniform 100%. Can you show me a screen cap of the whole A:M window with that stuff showing? Make sure the null is selected.
  22. select the null and then look in the properties window (alt-3 brings it up). What values does it have under Transform>Scale? try setting them to 100% if they are not.
  23. I'm still not sure what you are describing. Can you make a screen capture movie of it going in opposite direction s?
  24. picture?
  25. Something is very wrong if it's going in the opposite direction. watch this... clip0004.mov
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