sprockets TV Commercial by Matt Campbell Greeting of Christmas Past by Gerry Mooney and Holmes Bryant! Learn to keyframe animate chains of bones. Gerald's 2024 Advent Calendar! The Snowman is coming! Realistic head model by Dan Skelton Vintage character and mo-cap animation by Joe Williamsen
sprockets
Recent Posts | Unread Content
Jump to content
Hash, Inc. - Animation:Master

robcat2075

Hash Fellow
  • Posts

    28,057
  • Joined

  • Last visited

  • Days Won

    360

Everything posted by robcat2075

  1. The railroad equivalent of a pushme-pullyou.
  2. can you post the rotoscope to experiment with?
  3. I like the cantilevered steps. Are they clear or just reflective? Probably a code violation, though.
  4. The only other "limit" I'd note that the one-year version isn't something you can freely move from computer to computer like you can the CD version. Install it on the computer you intend to use A:M on. However, you never have to wait for the CD to spin up each time you start A:M with the one-year version.
  5. Without seeing your set up, which woudl tell me more, I'll note the number one cause of failure is starting the cloth too close to the model. The next one is creating a situation where cloth gets pinched between two surfaces. The string 128 was probably just a short version of the explanation in the window.
  6. Wonderful work! I'm glad you showed us.
  7. You could render with a wider camera angle and crop it out in post.
  8. Charming style!
  9. I should add that it doesn't have to be a "null", any old bone will do. adding it via an action object saves you from having to add a bone for this purpose to the Thom model and saving a Thom variant.
  10. oops... I see you're in an action. I think you can add a null to an action by putting a null in another blank model then adding that model ot the action as an action object.
  11. One gambit is to place a null in the chor at the point you wish the hip control were, and temporarily constrain (translate and rotate) the hip control to that null. Then animate the null instead of the hip control.
  12. That shouldn't be necessary. Is that a Final render you showed at the top?
  13. Try a very simple AI file, just to test. And what AI version did you save it as?
  14. Welcome to the forum! My first wild guess is that somehow that wing got copied and pasted in place so there are really two there. just to try... click on one CP, hit / to select all connected, then hit delete and see if anything remains.
  15. Very impressive! Those saints are sitting down on the job.
  16. What is A:M? A:M is a complete pipeline for 3D animation. You model, rig, texture*, animate, light, and render all in A:M. You never need to detour to another program to get part of that pipeline done. Because of that, accommodating models from other programs is not a priority for A:M. I put an * by "texture" because most people like to use bit map images painted in a program like Photoshop for textures and import those into A:M, but A:M has good non-bitmap texturing powers built in too. There's also a separate 3DPaint program for A:M if you want to paint on the model. here's a thread where one of our forum members was making "Ironman". It's not an "anime" character, but it's similar in construction to the image you showed. Notice that the commenters in the thread are very impressed. A new user will not be making models like that immediately. 3D is a demanding art. There are many skills you need to become proficient at. Model, rig, texture, animate, light, and render. Each one of those is a field of study. A:M is great because a beginner can get something going reasonably soon and yet it doesn't limit accomplished users to basics.
  17. YOu can use renders form A:M in AE just you can any other image. No. Polygon models are not made for use in A:M. Some polygon models can be edited to work better, but that is not a new-user task. Do not expect that models you made in another program will be used in A:M.
  18. I'm thinking that deleting a spline or two on her halter top could solve the pass thrus.
  19. BTW, there's a vid on those frame range settings: http://www.hash.com/forums/index.php?s=&am...st&p=330679
  20. Good looking toon render!
  21. The normal on a five-pointer needs to be facing the same direction as all the surrounding patches or there will be a crease.
  22. Where's the voting thing? I didn't see any "vote here" button
  23. I have one tiny edit for you... "over-whored" would work too.
  24. Elvis did that with a guitar? If he's going to hold it with two hands and not really try to strum it, I'd set both arms to IK and constrain the hands to the broom, then animate the broom into the poses you want. The hands will follow.
×
×
  • Create New...