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Everything posted by robcat2075
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Helpp ! Can't select Action Mode in Choreography !!
robcat2075 replied to a.quaihoi's topic in New Users
This is interesting. Can you make a simple lest case that shows this? I'm not sure what you mean by "character default pose" -
Helpp ! Can't select Action Mode in Choreography !!
robcat2075 replied to a.quaihoi's topic in New Users
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. -
Good work. That's the sort of object where you wish we did have modeling booleans.
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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
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This sounds like a surface constraint. Perhaps at less than 100% enforcement.
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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.
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page up/page down
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I like that! The underwater light effect is very good. I agree some spray and splash would plus that. Not easy to do.
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save, restart, reopen
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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.
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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?
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"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.
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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.
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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.
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That's a submarine made for splining. You're doing pretty well if you captured it in just the "sail"
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I think it's the "Seaview" ?
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A patch is like a surface stretched between *two* pairs of rails like in largento's right-side drawing. That's the situation where the math can be made to work predictably and quickly. A three point patch is really like a four point patch where two opposite rails happen to converge at the same point. Five point patches are a special Hash-only phenomenon. NURBS can't do it. It was regarded as impossible, sort of like finding a new whole number between 1 and 2 is impossible. Martin actually got written up in a math journal for inventing the thing. A five point patch is really subdivided into four-point patches and a center "CP" is manufactured out of nowhere to hold it together. I suppose they could make any number of sides subdivide themselves, but there is no mesh situation that requires a more than 5 sided patch and you're better off subdividing your n-sided shape yourself so you control where the curves are.
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Red left is "standard" and most glasses will be built that way now. I've read one article that said more people "get it" if the process is done for blue left, but I don't know if that is true or why it would be except that it's a brain thing.
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Scotch Tape was actually named that because William McKnight, one of the leading figures in the 3M company, was of Scottish descent. Are we off topic yet?
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If you have your red-blue glasses handy here's a Stereoscopic version of that test with special 3D motion Hint: Full screen it. AnkylTestAnaglyph.mov
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The odd thing about European monarchies, to me, is that no one seems to be from the country they are ruling. The British royal family is really German (George I was recruited from Germany when the English-Scottish line ran out), The Swedish and Spanish Royal families are French-Austrian, in Norway they are Danish...
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You can scale the camera manually on X and it does flip the image, oddly enough! Try Scale constraining it to a null and Scaling the null by -100% on X. But if your scene is long to render it's easier to put your original footage on a roto and reverse scale the roto and render that. Likewise you can key frame the displayed frame of image sequences to make them run backward.
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You won't need to create buffers for something that doesn't have buffers. But I haven't been able to get A:M Composite to work with anything but EXR files, so if I want to include some imagery in a composite project that didn't originate as an EXR (like a photo I took with my digital camera), I need to convert it into EXR first. Or is there a way to get Composite to accept a JPG or TGA?