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Hash, Inc. - Animation:Master

robcat2075

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Everything posted by robcat2075

  1. My rigs are TSM2 rigs which have kinematic constraints and I'm not having trouble with them.
  2. That's a little fuzzy, is it adding a ring? Cutplane will do that.
  3. Can you post the character? Or just do the generic character shown in the manual and post that when you are done with it. It takes a minute to do that. Do it... what happens?
  4. And you have attached CPs to bones?
  5. First, regarding the mesh not moving, remember to turn the "TSM Constraints" pose ON when you put the character in a new action or chor. Or you can turn it on in the User props of the character and save teh model so it is on by default. Hidden bones...? I just rigged something with TSM2 yesterday so it's generally working. If you just open up a blank model window and run builder, flipper and rigger with no mesh or any thing, just the basic default process, do you still get absolutely no bones when you drop the model in a chor and go to skeletal mode? And what A:M version?
  6. But it is what you are describing here... ...right?
  7. (drag over black boxes to reveal spoiler text.) I picked only because it has a bit more of at the that suggested the was being . I think they would all be functional. I last watched Battlestar Galactica in 1979.
  8. Is Zevel what you are describing?
  9. This is interesting. Can you make a simple lest case that shows this? I'm not sure what you mean by "character default pose"
  10. You mean Skeletal Mode, right? I've noticed a similar problem while modeling, where two buttons would be greyed out and at least one should stay on, but I haven't been able to repeat it. Save and restart gets thing reset again. If you can come up with steps to make it happen, that would be good to know.
  11. Good work. That's the sort of object where you wish we did have modeling booleans.
  12. The small bone is surface constrained to the curvy shape. The bone above it is "translate to" constrained to the small bone, with 25 % enforcement: semifloater.mov SemiFloater.prj
  13. This sounds like a surface constraint. Perhaps at less than 100% enforcement.
  14. If you need to animate them along a line you'll need to do like Gerry suggested. They can all use the same path constraint, but with different ease settings. If you just need to model them along a line there's an example in the tuts link in my sig.
  15. page up/page down
  16. I like that! The underwater light effect is very good. I agree some spray and splash would plus that. Not easy to do.
  17. Beginning to maneuver materials into place...
  18. save, restart, reopen
  19. Kevin Detwiler (detbear onthe forum) has been moving A:M camera motions to Vue. Perhaps he will notice an dchime in. If you on the "Choreography Action" for the Camera you can "Export as Action" which gets you a file like this ProductVersion=15 Release=15.0j+ PC InstanceCropStyle=InsteadOfCache StrideStartPosition=0 0 0 StrideEndPosition=0 0 0 PlayRange=0 1:0 MatchName=FocalLength 1 0 70 1 1:0 50 MatchName=Transform MatchName=Rotate ParentToBone=0 0 0 1 MatchName=X 1 0 0 1 1:0 0 MatchName=Y 1 0 0 1 1:0 91 MatchName=Z 1 0 0 1 1:0 0 MatchName=Translate MatchName=Z 1 0 0 1 1:0 -201.903 MatchName=Y 1 0 0 1 1:0 0 MatchName=X 1 0 0 1 1:0 198.457 FileInfoPos=1161 If you're a coding guy, that may useful in itself. If you re-import that into your Actions folder you can >Plugins>export to a variety of things some of which may be appropriate like BVH or MOT I suggest baking (with 0 "tolerance")the camera motion to get it keyed on every frame. I'm sure converting focal length will be an adventure also. If you come up with a practical solution, it would be great to share it here.
  20. Inferno (Raw) is an Autodesk format, no? They have no specs on their format? The format could be discerned by exporting a file with one known keyframe and a file with two known keyframes and comparing the two. Partial other ideas: BVH export Did you check these other threads the reference TerraGen?
  21. "attach to parent" is about whether pulling on a bone will drag along its parent. Fan bones don't need it. They merely need to be children of the bone you want them to move with. A fanbone at an elbow would be a child of an upper arm (or bicep) bone, for example. You make bones children of other bones in the heirarchy shown in the PWS.
  22. I just finished it; it had... -helicopter attack -motorcycles off a cliff -manned bomber attack -unmanned bomber attack -depth charge attack -torpedo attack -enemy submarine implosion -evil bald guys -shark attack -giant octopus attack -two earthquakes -an atomic bomb ... all in the first episode.
  23. A friend of mine had the bathtub model of that, but it was yellow submarine yellow, not gray. Hey, VTTBOTS is on Hulu. I'm watching the first episode now.
  24. That's a submarine made for splining. You're doing pretty well if you captured it in just the "sail"
  25. I think it's the "Seaview" ?
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