sprockets 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 Character animation exercise by Steve Shelton an Animated Puppet Parody by Mark R. Largent Sprite Explosion Effect with PRJ included from johnL3D
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Hash, Inc. - Animation:Master

robcat2075

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Everything posted by robcat2075

  1. Welcome James! In 20+ years of AM-ing I have never used a dope sheet! It's a bit of an obsolete technique for animation today, but if no one else has an answer, I'll take a look for completeness's sake. Do you have a sample PRJ you are working on and can you post it?
  2. More trippy stuff! The center black appears to be exactly circular. Is that applied in compositing to prevent the sprites from visibly popping on?
  3. I have entries from BruceMonahan Chuck Gram Createo Goss John Lemke MadFox Michael Brennan Rodger Reynolds Shelton Svetlix VanceG If anyone has sent me an entry and is not on that list... now is the time to holler!
  4. The AM2001 skeleton distributed with v19 has those limits corrected, although not the enforcement rate.
  5. In Thom, which also has the 2001 rig, neither Euler constraint has a + It appears that default for a newly made Euler constraint is for enforcement always at 100%. In an ON/OFF Pose it will be 100% at both ON and OFF. The plus sign shows up when a key frame has been made on the enforcement channel to make enforcement be other than 100% at either ON or OFF. I believe the two 0% in the 2001 skeleton is an error. There are several ways to fix this. One is to open that relationship for editing, Open the Pose Slider window, then set the enforcement to 100% for both IK Arms Setup ON and IK Arms Setup OFF.
  6. Is that the 2001 rig after all the installation steps have been done?
  7. Today is the day! Get those unfinished finished! And the wireframe, too!
  8. You mean "forearm" not "calf", right? The Forearm is the part of the arm below the elbow. a "calf" is in the leg. It is the lower leg, below the knee.
  9. The sparkle war seems to be a draw. I wonder what the next level is?
  10. Last call! I have a few stragglers hooked, I'm reeling them in... get your entries in, on or before Sunday March 28th!
  11. My biggest doubt is that the name, "Reassign target model CPs," when deselected, doesn't describe what is happening.
  12. I do get that result with the sample tubes in your tutorial. Can you imagine a use for this?
  13. This is a useful technique for keeping different-purpose maps exactly aligned. For example you might paint some steel-gray rivets on a copper-color background in a paint program and stamp that onto your model and set it to COLOR. Then, back in the paint program you might copy that color image and edit it to be a grayscale bump map to elevate the rivets above the background. You would save out that new version, drop it into the folder that already has the color version, set it to BUMP and the details of both will align pixel-perfect. You don't have to try to stamp the second map exactly on top of the first.
  14. The function of "Clone CP Weights" is to copy the CP weights from one model to the exactly matching CPs in a target model. Question: What is the purpose of the checkbox for "Reassign target model CPs"? If I uncheck it, no CP weights get changed, which is the same as not using the plugin at all. @yoda64 I did watch the tut by @itsjustme but I didn't see it address that questions.
  15. Hi Myron, If you want your PNG to have background transparency and want the transparency to be included in the file, set... Buffers>Alpha to ON Buffers>Save Buffers to OFF "Alpha" decides if you get transparency "Save Buffers" decides if it is saved separately. "Save with unpremultiplied alpha channel" only decides how semi-transparent pixels are colored. OFF is usually normal. Ask again if that doesn't solve your problem.
  16. I'm not sure what you mean. Yes. In most environments the 1, 2 and 3 keys (not the ones on the number pad) will constrain motion to x, y or z. They can be used in combinationn to move on a plane. If you have the World Space button (the Earth icon on your toolbar) ON those motions will be in world space. If it is OFF the motion will be in Object space. I've never had to do that. Do you have "Radiosity" ON in the Chor Properties? Turn if OFF. To get reflections you should only need to have a reflective surface and "Reflections" ON in the Render settings.
  17. I brought it up with Steffen. It seems there is no way write an OBJ that uses cylinder mapping the way A:M does. However, it should be possible to make a Photoshop "Action" that would automatically triple the original Cylinder map, as above, for use with the OBJ and another Photoshop Action that could un-triple it all back into one square, after painting externally, for use in A:M. I like cylinder map because it doesn't force separate tiles for each patch, there's just one seam in the back of the model. The cylinder map is easy to work on in a 2D paint program.
  18. I will add that most Constraints can have "offsets". Offsets will be made automatically when "Compensate Mode" is on. Compensate Mode is turned on by default when you begin to make most constraints. So, with Compensate Mode ON, if you Translate constrain Bone A to Bone B while it is 5cm away from Bone B, Bone A will follow Bone B... and always maintain that original distance relative to Bone B. An example use is when a character has to pick up some object. The model bone of a hammer doesn't need to be Translated exactly to some bone inside the character's hand, causing a pass-through. The hammer can be moved so it looks like it is touching the hand, then the Translate and (Orient Like) constraint is made, and the hammer will maintain the appropriate distance (and rotation) relative to the hand. Similarly, bones do not need to be physically attached to another bone to be a child of it. They only need to be a child of the bone in the PWS hierarchy and they will follow from any distance. Note that while constraints can be turned ON and OFF during an animation, parent/child relationships can not.
  19. Here is a complication for the external painting workflow If I export a model that used Cylinder mapping to apply the decal, the OBJ can not reproduce that correctly. This has something to do with A:M using a 3x repeat on cylindrical decals. If I take the exported map into Photoshop and 3x the "canvas" width, with the original image in the center, the OBJ can use that and it looks correct except for a portion missing on the back If I tile the original image 3X we can see that the missing portion gets its imagery from one of the extra side images... I presume that if this were used for painting in 3DCoat, as Gerald describes, not all the paint would land on the center tile. Some way would be needed to compile all the paint back into the center tile for use in A:M.
  20. Come and get it, Ladies!
  21. I Deepl-ed the notes at 6973.... If converting the whole process to double precision float is undesireable, how about if the OBJ exporter created a temporary duplicate of the model, did a normal A:M scale on the duplicate and then performed the normal export on the duplicate? Then throw the duplicate away. That would be transparent to the user.
  22. So... really a factor of 10x, right? If the model was 20cm wide it should be made 10x20cm... or 200cm?
  23. It's at AM Reports https://reports.hash.com/view.php?id=6973 You may need to register for a username a password, it won't be the same as the forum and since that is a v19 beta issue it may not be publicly visible anyway.
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