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Everything posted by robcat2075
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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.
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Good result. Fast is good.
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I don't think this is something new users will want to do. You could make a feature request of it, but since there are already 3 other ways to do it, I don't think it would get much priority. Better to solve bugs.
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The biggest difference between yours and mine is you have the big burst happening for 100 frames. It's pretty but awfully long for a burst. Mine was just 4 frames and that was longish. Explosions are really quick things. the fragments may burn for a while as they fall after that but the actual burst happens for just a few frames. I bet real fireworks are just a frame or two. A animated the emission rate from 0 to thousands and back to 0 in the chor (not the material) over just a few frames.
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11 sec club December possibility
robcat2075 replied to robcat2075's topic in Work In Progress / Sweatbox
Here it is, my last animation of the naughties. The elusive, never before achieved "Lambchop" pose: socklambchopH.mov I won't be entering anything in the 11 second club contest; too many missing elements not enough enthusiasm over the last two weeks. But I did learn a bit more about cloth and 3DPainter along the way. Happy New Year to All and may your next ten years be ten times better than the last! -
can you post a screen shot of the whole interface with that view in 15i?
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11 sec club December possibility
robcat2075 replied to robcat2075's topic in Work In Progress / Sweatbox
When you look at the UV view you see you mesh flattened out on what looks like 3 copies of your image map. You'll notice the left and right edges of your mesh are at matching repeat points of that image. Don't move any CPs on the left or right edge of your mesh or you will mess up that perfect match. You shouldn't need to since the left and right edge make the back seam and that will be the least critical part of your painting. you can move any CPs in the interior of your mesh, to undo overlaps, if needed or perhaps to give more bitmap area to some patch you know will need it. This cylindrical technique is something I'm still exploring so more may be known later. -
11 sec club December possibility
robcat2075 replied to robcat2075's topic in Work In Progress / Sweatbox
The horizontal repeat should be 3. The vertical should be 1. I'm not sure what the deal is with 3. I guess A:M needs to have an extra copy of the image on each side of the UV view to handle slop from meshes it can't split exactly down the back. Then it takes that triple image and stretches it around the model 3 times so it looks like there's just one instance of the map.