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Everything posted by robcat2075
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looks snazzy.
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Hooks are simple things and the giraffe tut probably covers most o f it. A hook can be connected to the 1/4, 1/2, or 3/4 point of the spline it hooks to, so potentially you could have 3 hooks attaching between 2 CPs. I avoid that and stick with just one in the mid point.
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A typical round cross section like a neck or a torso or a leg might have 8 CPs and you've got... 30? Yeah that's a lot. the head needs quite a few splines for the spikes at the top but those can be terminated in hooks before they stretch all the way down the face. Not a bad model , even with the excessive splines!
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If you haven't already, you may want to watch my "Keyframing Options" video. In the Screencam tuts link in my signature.
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yeah.. Help>reset settings.
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I've got f, g, h, and i installed in different folders on the same PC and they seem to not bother each other. All i needed to do was copy the master.lic file to each installation folder.
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this would be the anticipation pose here, such as it is... ...it rears back before it leaps forward. I suppose we could anticipate that anticipation. I'm sure that would be gilding the lily however.
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hard to know what is wrong without the action. You know you can change the stride length number. make it a bit longer, a bit shorter... There will always be a bit of slipping if your character is on a curved path.
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I can understand that. It did sound like a rather large scale project. But hopefully you learned some things that will be useful on whatever do next.
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Dave, he's doing fantasy art, not a documentary. It's like when Frank Frazetta paints a warrior woman in a string bikini even though she lives in an ice cave. when that variation is wanted it really oughta be the result of something you intentionally animated by varying the emitter rate, not a precise, every 24th of a second variation.
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Kevin Detwiler (detbear) has been doing work with combining vue backgrounds and A:M animation. He may have some notes on that when he's done with his project.
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is that a starfish on his hump?
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Correction: this is for if you intend to animate the orientation of the bone in the chor. I can reorient the bone without that while I am still in the relationship that set the path constraint.
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You don't want a translate compensate. Turn "Apply before action" ON so you can re orient the bone.
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After you constrain the bone to the spline, set the "ease" in the path constraint properties to define where on the spline the bone places itself.
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That's good casting. I think the hats help a lot. My suggestion would be to not put the BOTH in chairs.
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I got an idea for a movie so one thing I want do do this year is write an actual screenplay for it and possibly storyboard it. I've done almost none of either previously.. In the mean time I'll keep doing related experiments in A:M to see if what i want to do is feasible.
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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