can you show a screen shot of your action's properties and the keyframes?
If you're looking at the actions properties in the chor, "Crop range" will control exactly which frame range of the original action is used. The action itself takes its "length" from its last keyframe.
Add a strong light in addition to the global illumination.
That astronaut pic does have the Sun as the main source of light, after all.
Or, an EXR render can be smoothly level corrected to almost any brightness.
It's possible the bones are not symmetrical in the original model, including the roll handle.
run A:M turn, them on, then save a blank PRJ before you do anything else.
when you save a PRJ, A:M also updates its default settings.
1st, make sure you have "Whole Model" filter on when you copy and paste
1st b, Translate Key and Rotate Key filters must be on
2nd, Skeletal mode not Choreography mode
3rd, all spine/neck/head bones need to be centered on x=0 in the model
Yves would be the definitive expert on such things.
POSSIBLY... a radiosity render might have some small hit with a hidden cavity like that?
In a regular render, a decal might be faster but not much.
Antialiasing real geometry seems to take longer than a decal.
Try it both ways and tell us what happens!
I suspect A:M is better optimized than that and I bet his app isn't seriously impaired either.
If i might make one general comment.... too much symmetrical posing is making the characters stiff. For example, Flemm's shoulders are always exactly horizontal.
No, it's not the default. I discovered it when I was messing with the dragon model. I thought it gave him a kind of kermit the frog look. :-) It's a material called Scales2. It's either in the default materials or from the Extras DVD. I found out that if I put the scale very small (like 5%), you get this look.
Great find!
The dot at the end of the grey line means there's keyframe at that time. It must be on a bone or a user property below the screen, not visible until you scroll down.
I can't tell what it is you are wanting to do that you can't do.
One note.... see all those bones with "roller" or "int" or "inter"... you never want to force keys on those. You never want ot even see them in the PWS timeline.. You got keys on those by using the "Whole model " filter to start with. You don't want to do that.
Watch the video I pointed you to. It shows you how to get keyframing started properly.
Hello Robcat Thank you , it s fixed.
Another question : I ve created a new action and i m tryng to create a key but i ve to click" force keyframe " there is not automatic key for all hiearchie .. ?
Any idea ?
A:M will auto-key things you explicitly move. "Force Keyframe" is a one-button way to key things you didn't move.
There are more times you will want to key only what you moved than to key everything if anything was moved.
Have you watched my "Keyframe Options" video? It' s in the tuts link in my sig.
You mean the distortion , right?
I think this may be a twisted bone. Check that all the non-geometry bones in the leg (colored black in teh PWS) have all their handles pointing back and not off to the side.
Check this in the model window.
It can be done in A:M with a bit of compositing. I've been meaning to write a tut on it but haven't gotten around to it yet.
You can see some double sided cloth in action in the movie in this post . The stills in that post show another technique that only works on certain models.
That tut was written before "Use Offsets" was made to turn on by default for every constraint. (The way it's usually wanted)
After you pick the constraint, turn off the "Use Offsets" button (you used it before in other tuts, it's at the top) then pick the constraint target.