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Everything posted by robcat2075
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This is very curious. There must be something about the model because no other model behaves this way. However, if I load it into v15f there is no problem. (V13t was ok also) But v15g, h, and i do have the problem so it's something about A:M. I had some success in v15i by saving the model with a new name then reloading both into a chor but it didn't' work all the time. I can make another model from scratch , add it to the chor and it works fine but the two PG modes still not. The skeletal button might become active but it would still have no effect. If you can find the v15f installer (or earlier) I'd roll back to that temporarily. (copy the master.lic file from your 15i folder to your 15f folder) If I had time I'd write an AMReport for this since it's reproducible. Remind me after Xmas if no one else does it. Great looking character!
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maybe a lighter rock texture? I thought it was shadow at first.
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11 sec club December possibility
robcat2075 replied to robcat2075's topic in Work In Progress / Sweatbox
Just another sock test. This one is modeled more like a mitten with a thumb so the mouth has more visible corners. Socktest3H.mov Christmas travel is going to take a big chunk of time off this project so it's looking a bit unlikely now. -
add 100 pixels to the edges of the decal and try stamping again? OR... add one patch beyond what you are decalling to your flatten group so the decal isn't trying stamp one of the distorted edge patches.
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I'm guessing you painted the non-white stuff on a otherwise transparent layer in Photoshop? In my PS 6 getting a proper alpha channel from layer transparency (two different things) is tricky. I made a tut on it, in my screecap tuts in my sig. edit: link to tut: http://www.hash.com/forums/index.php?s=&am...st&p=241122 BTW I'd do TGA instead of PNG, only because I know a TGA alpha channel when I see one. PNG transparency may not be quite the same thing.
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Are you sure your PNG has an alpha channel?. The PNG in your zip doesn't have an alpha channel in it.
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BTW, nothing needs to be in the library to be used in A:M. Any model or chor or action or image or whatever can be added to your current project with the good old File>Open menu.
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13 works that same as 15 for using motion capture files. There are several discussions of it here on the forum so I won't do the details. You don't really capture motion with A:M, but it can use mo cap files that have been created by mo cap systems
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I put up my christmas tree today
robcat2075 replied to mtpeak2's topic in Work In Progress / Sweatbox
I think I preferred the red. The green gets lost. Maybe black. But the red did fit the color scheme. -
That's quite impressive, Paul! In the still it looks like Chinese characters for eyebrows?!? Is that a prison gang he joined? The deal with Youtube is that even though you upload a cross-eye version, the end-viewer can switch it to any format, even anaglyph, and Youtube handles the display conversion.
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I put up my christmas tree today
robcat2075 replied to mtpeak2's topic in Work In Progress / Sweatbox
I think it really helps clear up the motion of the wheel, although making them red is an unusual touch. -
I put up my christmas tree today
robcat2075 replied to mtpeak2's topic in Work In Progress / Sweatbox
Looks Good. You could reduce the strobing of the wheel spokes by adding the counter weight that is opposite where the power arm attaches to the wheel. -
11 sec club December possibility
robcat2075 replied to robcat2075's topic in Work In Progress / Sweatbox
Yes, what you see here is my entire output. I only came to drawing about 10 years ago so it's all a struggle. I was taking a drawing class then and one day the instructor showed us a video on how to do that fairground caricature-artist sort of thing. I remember the guy started out saying "Caricature is NOT drawing a big head on a small body." And then he proceeded to make a bunch of drawings that looked very much like big heads on small bodies. There were some "rules" to it, basically about trying to distill out the iconic features. Thanks! -
11 sec club December possibility
robcat2075 replied to robcat2075's topic in Work In Progress / Sweatbox
Ding-a-rooney! I'm stunned that I drew something recognizable. BTW, I'm really pleased with Alias Sketchbook for quick 2D doodling. Much better than Photoshop. Here's a slight revision. Just a slightly different dash on the eyelid and the mouth seem to have improved things Now... how to translate this into 3D... -
11 sec club December possibility
robcat2075 replied to robcat2075's topic in Work In Progress / Sweatbox
ding ding ding ding! yes, that's right! -
11 sec club December possibility
robcat2075 replied to robcat2075's topic in Work In Progress / Sweatbox
I'm thinking Orson Welles may be a bit too obscure for my puppeteer. Any guesses on who this is? This is a living person, who has been in the news recently. -
Hey, that's a charmer! Thanks!
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Wow, that's a lot of stuff going on! Good looking render! My number one observation would be that when a body falls it's often falling at a steady speed or even slowing down just before it hits the floor, which is unnatural looking. Falling things always speed up as they fall until...WHACK... the ground stops them. Very tricky to get right with a multi limbed character like a human because their center of gravity is always shifting.
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11 sec club December possibility
robcat2075 replied to robcat2075's topic in Work In Progress / Sweatbox
Here's the old and new at the same frame of the simulation, just before the dense version would begin to fail. The dense version had 1cm patches the light version has 2cm patches. -
That's a cute clip! I like the "waiting in line" actions. The is like something from 1920's expressionism. You should rent "The Crowd" (1928). The walk is a bit hurried. It makes me wonder if There could probably be a more obvious moment where But I enjoyed that! edited to hide spoilers (drag over them to read them!)
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11 sec club December possibility
robcat2075 replied to robcat2075's topic in Work In Progress / Sweatbox
After 10 hours of trying I got one to work. Reducing the density of the cloth to a quarter of what was in the last test got it over the hump and got it to survive fast animation motion. Cloth does not like being rushed about. redshirt5TestH.mov I liked the floppiness of the higher density cloth but this stiffer look is probably more like the the way cloth on a small doll would behave. But I think we can say that this ClothSim thing is pretty powerful. We've just been giving up too easily. -
11 sec club December possibility
robcat2075 replied to robcat2075's topic in Work In Progress / Sweatbox
I'll Copy/Flip/Attach that piece of cloth to make a back half. Check your results after a CFA, I had to do some clean up on the spline attachments to get the above. Then I CFA again to make the left half For the inside deflector mesh I'll borrow a part of Thom... and size him to my shirt. I can't run a ClothSim with the deflector poking thru cloth so I make a percentage pose to flatten the Thom body. In the chor I sim the cloth dropping onto the flattened body, then expand the body bakc to normal shape: redshirtTestH.mov After that test, I think i'll go back and redo the shirt with even bigger sleeves and torso for a floppier look. Notice the edges where the front and back meet try to maintain their shape. That may be useful for things like a crease in pants but for this shirt I'll also try to dull that sharp corner in the mesh. I also think I can leave out the neck opening since that will be covered by a ruffle. -
11 sec club December possibility
robcat2075 replied to robcat2075's topic in Work In Progress / Sweatbox
Here's a slightly different tactic on creating a shirt for the Punch Puppet. I'm going to use the Grid Wizard to create some flat cloth I will cut to shape. 1CM patches seem to work well on the sock model so I'll stick with those. The wizard creates this rectangle and I will delete the section I've highlighted. This makes me the front right side of my shirt. Of course it's still flat , I'll need to puff it out a bit to fit deflectors inside the cloth. I'll use the Distortion box to make that easy. When I used the Grid wizard I chose values that made a grid easily divisible in quarters and halves. I'll choose D-box settings that put d-box splines right on the edges of my cut cloth. I can puff out the arms bit with one D-spline... and grab some other CPs in the D-box to puff out the body. I'm just unflattening the cloth a little bit so there will be room to slide something inside the finished shirt to be continued... -
11 sec club December possibility
robcat2075 replied to robcat2075's topic in Work In Progress / Sweatbox
Here's what my all-in-one cylindrical mapped color map looked like after all that painting in 3DPainter. The bottom third is the nose portion. Pretty cool, looks more interesting than the model! That's when it really gets hard. -
I put up my christmas tree today
robcat2075 replied to mtpeak2's topic in Work In Progress / Sweatbox
Now it needs the miniature village and train set running underneath it.