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Everything posted by robcat2075
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yes, but I'll say what i said before... we gotta start you out from the start. Too many shortcuts happening.
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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?
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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.
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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.
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Gonna knock some sense into you.
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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.
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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
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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.
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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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How about "save as"? My "save" is greyed out if I haven't made changes to a model yet. Without seeing you do it I'm not sure why yours is greyed if you have made an edit.
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I'll point out that you don't need to use the library for any operation in A:M A:M will open/save files like any other app using the file menu. you can also on any folder in the Project Workspace (Project, Images, Sounds, Materials,Objects,Chors...) to load or save any item (Project, Images,Sounds, Materials,Objects,Chors...) This opens your universe to any file on your hard drive and not just ones that you've added to a library.
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"Initial Velocity". Make.That.Larger. and better to set it in the original material not in the shortcut to the material in the model.
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If someone else wants to do a different concept, that's great, but you'll need to organize that and manage every aspect. We've already done three forum projects where every scene can be different in every detail. For this one, my goal is to have every segment mesh right with every other segment, and "Bus Stop" with one set will make that work. That's the project I'm interested in organizing and making sure gets completed. Mark, if you've reached your stopping point, zip it all up and send it to me and I'll finish whatever is left. My aim is to kick this off on Aug 1.
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Mark, I think the new sign is a bit too precious. I'd revert to something like what you had, but something primarily a "Bus Stop" sign rather than "No Parking". Are the Hedges just a background rotoscope?
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the off center arrangement looks much better. My nit will be that the green sign pole is too much like the background. How about a cast iron black or gray?
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In the vid i think I talk about how the hips don't start back up on the same exact frame that the heel hits the ground. They continue down for a few frames then start their way back up. Unless your legs are absolutely rigid poles (which they are not) the body will continue down until the front leg can absorb all the weight and begin to force it up again. Richard williams talks about this too in his section on walks. But I think an all-legs character is good for practicing walks. That's all we had at Animation mentor when they started us on walks. thanks, none-the-less!
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I also have two vids on blocking out walks that you may find useful. same place.
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I think they only work in non-perspective views? Try a side view and toggle the \ key to switch.
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I think you need a higher velocity and shorter life for your particles
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The sidewalk looks over-bright in that version. A more branded "Bus Stop" sign without "no parking" woudl be ideal.
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I don't understand the question. Can you show an example of it not working?
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Looks good. Maybe a space shot should have a stronger light from one direction. I'm just old enough to recall the first run of those shows. Filmed in "Supermarionation"! I wasn't old enough to know what was going on except that it looked cool.
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Can you change the sign so "BUS STOP" is on top and most prominent? A close up of that would make a good introductory shot.
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I like the cracks. Can you do some scuffs and chips on the curb? and maybe oils stains on the pavement. extending the sidewalk made things a bit too graphically symmetrical. And now that i think about that, the whole composition is overly symmetrical. How about if the bench and trash can were moved somewhat to the left. There could be a patch to the right of the bench where people stand and the grass has been worn out. Is the bench close enough to the sidewalk so that when someone sits on it their feet aren't in the grass and getting pass thrus? Most of the grass area is decal and not particle grass, right?
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If you HAVE to squetch a ball with surface details, typically you use two bones. one for squetch and then one that is a child of that for rotation. The child inherits whatever scaling the parent has, but the parent doesn't get the rotation that the child gets. But I'd eliminate that problem entirely by using a plain ball without texture.