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Hash, Inc. - Animation:Master

robcat2075

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Everything posted by robcat2075

  1. You could render with a wider camera angle and crop it out in post.
  2. Charming style!
  3. 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.
  4. 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.
  5. 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.
  6. That shouldn't be necessary. Is that a Final render you showed at the top?
  7. Try a very simple AI file, just to test. And what AI version did you save it as?
  8. 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.
  9. Very impressive! Those saints are sitting down on the job.
  10. 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.
  11. 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.
  12. I'm thinking that deleting a spline or two on her halter top could solve the pass thrus.
  13. BTW, there's a vid on those frame range settings: http://www.hash.com/forums/index.php?s=&am...st&p=330679
  14. Good looking toon render!
  15. The normal on a five-pointer needs to be facing the same direction as all the surrounding patches or there will be a crease.
  16. Where's the voting thing? I didn't see any "vote here" button
  17. I have one tiny edit for you... "over-whored" would work too.
  18. 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.
  19. I'm not an expert on this rig but I think you have it mostly correct. If you want to use IK arms drop your character in a chor or action, then set the "IK arms setup" pose ON. THEN... in the PWS, delete the channel for "right forearm" that was created in the action. The right arm should then pop to follow the right arm target. There's probably something wrong that is making the right arm do that and not the left, but I'm not sure what it s.
  20. First just to make sure we're on the same page... did you use the directions in TAoA:M where they show how to rig Thom?
  21. There is the one year version for $79. V15 has a fair number of fixes and refinements but I'm sure you'd still recognize the program. If you look in the announcement for each release they have a list of everything new.
  22. If you render with multipass everything can have accurate motion blur. I though Render as Lines would automatically turn off the patch surface between the lines but I find I need to turn the whole model transparent, then make groups for each spline and set each separately as Render as lines. Not sure on fog. I think not.
  23. He's a charmer!
  24. If you want variation, you can automate the varying of the models with an expression built into the model. I made the crowd winkies for TWO self-varying as to color and size. (Scene didn't make it to actual movie however.) This thread covers it with a PRJ at the end. http://www.hash.com/forums/index.php?s=&am...st&p=281565
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