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Everything posted by robcat2075
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A:M bones don't need to be physically attached to their parents. I'd move the upper leg bones to a more anatomically useful position like this: The advantage of a known rig is that someone has figured out how to make it do all the things that rigs need to do. Like being able to move the hips without dragging the feet from where you wanted them to stay. And 100 other things. You still have to install it and weight your CPS, but you don't have to reinvent those 100 things from scratch.
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Thanks. I'm closing in on that certificate!
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11 sec club December possibility
robcat2075 replied to robcat2075's topic in Work In Progress / Sweatbox
Making a simple hand for Punch. I drew a sketch, then used "paths" in Photoshop to draw a vector out line around it. I exported that path to .AI format and imported that into A:M with the AI wizard. The AI wizard extruded and beveled it for me. I'll paint on details like the palm creases, fingernails and gap between the fingers in AMPainter. I can do this simple route because the hand doesn't need to be rigged. A hand puppet only has a rigid shape for a hand. -
That might get you bigger clumps and they might overlap more, but you'll have more particles than you wanted for the look you wanted. I think the frame rate trick is more likely. Try a test with one meteor and see if you like it any better.
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If you were a flaming meteor, wouldn't you leave a continuous trail of fire instead of spots of fire? I would if I were a flaming meteor.
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Hey, that looks like real sci fi movie stuff! You're still in V13, right? I think that's why the meteor trails are in one-frame clumps instead of an even trail. You can sort of reduce that by setting your project fps to double or triple the usual frame rate, then compensate for that by setting the render increment to 2 or 3.
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A brief test of a rigging notion I had: CarJump6H_.mov
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Dont' know. I've never CPM'd in a pose before. I think not having to select the opposing CPs is the way it should work to be consistent with other CPMs How old is that demo? It's on a Mac too.
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There is no snap to grid in the chor. You can align model bones, sort of ... Be in Choreography mode say you want everything aligned at x= -50 move one object to x= -50 in its props window, on its y translate value, >Use cache value. This resets Y to 0 do the same for Z translate this leaves only X translate with a blue, keyframed value in the translate props turn off all key filters except Key Skeletal Translations and Key Bone Copy keyframe from the object you just did stuff to Paste keyframe to an object you want to align with it. It will move to x= -50 but not get it's Y or Z value changed. Continue to paste on additional objects. This aligns model bones. If your models aren't all placed about their models bones in the same way they will still not appear aligned. You'll have to eyeball it. remember to turn back on the key filters you normally use after this. If your models are all the sameyou can use S Gross' MultipleModelsOnPath plugin to drop a bunch of models on a straight path.
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Why... I can't say anything around here without you kids taking it the wrong way. pictures of f-holes
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modeling the bowed face could be easier if you just did the f-holes with a transparency map or a boolean (if the front has thickness). "f-hole" is a real term. No snickering please.
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One suggestion on that bass... the front face should bow out a bit. this is to counter the force of the strings pushing on the bridge. That curve will also give you more interesting reflections on the face.
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You mean that model always gets an error. I'm going to guess there's something non-standard about that model file. Perhaps there is a missing texture file?. I was able to import this simple .3ds i grabbed off the web without an error. It's an all-triangle model so it doesn't convert well, but the import did finish like it was supposed to. f111_3ds.zip You might try opening and resaving your model in a polygon app, maybe that would fix the file. If it's a triangular mesh, it's a very, very bad candidate for using in A:M, however, and not worth the bother. Aren't all .3ds meshes triangles?
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Don't select the other half. Select all or nothing. CPMinRelMP4.mov
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11 sec club December possibility
robcat2075 replied to robcat2075's topic in Work In Progress / Sweatbox
thanks! Actually, I'm stunned too. I've seen so many people here declare cloth to be hopeless that I woudln't have thought this possible a couple months ago. But I think simCloth may be very powerful if one has the patience to explore it. Probably true of A:M in general. -
set the surface to transparent?
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This is something I've almost never seen done well. They use different models for the different distances. They zoom into the earth, then replace that with a more detailed model that just covers the picture area and keep on zooming until they need to replace that wiht a more detailed model again. Obviously it has to be a smooth transition between the far-off and close-up models and all those inbetween, but tricky to hide the fades. The faster you zoom the better I think. It could all be done with 2D images instead of models if you don't have to fly over anything. I think there's already an Earth made somewhere around here. I bet there's an app somewhere on the web that will handle animating the Google maps view and maybe even capture the frames for you. That would be easiest.
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My inclination is to only hook a hook into the middle of a spline rather than at the 1/4 or 3/4 points.
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That looks like it's working well! That's a tight shirt!
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That could be a mascot. Just make a little Lutheran bishop to stand in the door.
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The Multiple models on Path plugin would be yet another way to distribute a repeating element. Use it in the chor then >export>as model the result to add to your main work. BTW, there have already been more than one piano keyboard instrument donated to the free models archive. Keys could be taken from one of those. We are very lucky to have Steffen maintaining A:M while Martin is away. Do not yell at Steffen.
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Very deep. Tip: you can make more lifelike poses if you don't make the arms and legs symmetrical to each other.