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Hash, Inc. - Animation:Master

robcat2075

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Everything posted by robcat2075

  1. Almost none of the models or actions for that project were included. The snake models are all missing. Right now you have saved them all separately from the PRJ file. You can either include them in a zip with that PRJ or do Project>Embed All to make them a part of the PRJ file.
  2. Is it really necessary to change the URL for all the films that were there? This breaks all the links that people have posted on their websites and blogs over the years.
  3. My copy of "The Woman Who Lived on Her Roof" arrived last week! (I was waiting until I bought something else so I could get the free shipping.) It looks quite charming and attractive. I'll hold on to it and give it to my niece next Xmas. And I'll remember to write a review on Amazon.
  4. I know it seems tedious to keyframe all those bones in place but... they were all going to be keyframed someplace anyway since you were going to animate them with some key frames. In the context of all the things that go into animating a character, it's a minor maneuver.
  5. Congrats on the gig! That looks 10x better than some of the local business CG commercials we see around here.
  6. That's looking pretty good! I'm guessing there's no sss in there yet?
  7. TAoA:M says: That's a lot more specific than just something about the shift key. That IS how to make a 5 point patch.
  8. How big are the files in question?
  9. You would constrain the "IK foot control" to a null. But I've never had trouble selecting the IK foot controls. I'd have to see an example in practice to know what was wrong. I'd have to see an example PRJ Falloff is a property that can be on or off but it only has effect if you actually "Compute CP weights" in the model window. If any of the TSM2 control bones have falloff on it's just an oversight.
  10. The new animation needs to be in a 2nd Choreography action. >New>Choreography Action on the "Shortcut to" your character. In the PWS, make the redbar of the first end where the second one begins "Blend Method" on the new Chor action should be set to "replace". The first Chor action should have "hold last frame" ON The new chor action should be below the first one in the PWS. set the time to the first frame of the new bar select the 2nd Chor action. It will get the Green check on it in the PWS. set your key filter to "Key Bone" select a bone that you will be translating and/or rotating in the new animation and force a translate and/or rotate key on it... Force a translate by using the left/right cursor keys to nudge it out and back. Force a rotate key by turning on the Rotate manipulator ® and rotating the bone from and back to its current position. This is easier if you temporarily set your Options>Units>rotate increment to a high value like 30. Do this forcing for every bone you need to animate in the new Chor action Now you can go on to later frames, animate new movement for those bones and the keys will not affect what was in the first Chor action. It used to be possible to CTRL- select all the bones at once and force a key on them, but a bug is currently preventing that workflow from working.
  11. The background is already 100% white in my example. How much more illuminated does it need to be?
  12. Thanks for making those!
  13. I just tried it and could only detect a very slight difference in the shading. I tried V13 with the same result. If you have some old versions available (before V13) you might try them and see if they do differently.
  14. I recall a test a long time ago where some did the puffy smoke that trails behind a rocket taking off. I think that was with sprites. High viscosity made them stay where they were spit out. But you want the fire? How about a volumetric effect set to cone shape? Can you show an example of something that looks like what you want?
  15. Can you explain that a bit more?
  16. I believe it's >mirror all smartskin Black sss usually means reversed normals
  17. On My PC OpenGL is faster for real-time, so you might want to try the other tricks and see if you can get OpenGL 100%. Remember you have to restart A:M after a Direct3DOpenGL change.
  18. Welcome to A:M! I think it's "disable desktop composition" time try this http://www.hash.com/forums/index.php?s=&am...st&p=314433
  19. Yay! Congratualtions on solving the problem.
  20. She's looking real good!
  21. I see a wake in there, don't you? I've done a little R&D on wakes. Here's a test of cloth as a water surface. It has problems like wanting to stick to the boat and pinching itself but there might be some promise in it. ClothWake4_H264.mov
  22. He's turning out real well! A smartskin might be a good solution for the pinching.
  23. Not anymore. New displacement since v13.
  24. I always have a hard time telling whether bump maps are innies or outies. Someone posted a process for converting a bump map to a normal map. Those shade slightly differently and maybe slightly more realistically in some situations. I'd also be curious to see how the bump map looks set to "displacement".
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