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Everything posted by robcat2075
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I'm doubtful about that one. C/P/M shoudl mirror spine curves properly too
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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
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He actually has quite a bit of gray in his hair. Hillary's fault, he says. And a small mole on the left side of his nose.
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That's turning out well. Is there a story in the works?
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How to use photoshop and AM t make a cool image
robcat2075 replied to Walter Baker's topic in Work In Progress / Sweatbox
copy them, paste them. select them, hit the "Wrap in quote tags" button up at the top... no, the one that looks like a word balloon... -
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.
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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!
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How to use photoshop and AM t make a cool image
robcat2075 replied to Walter Baker's topic in Work In Progress / Sweatbox
You are placing him in the ship where you want him before you do the constraint, right? -
How to use photoshop and AM t make a cool image
robcat2075 replied to Walter Baker's topic in Work In Progress / Sweatbox
?? Possibly you have constrained him to the ship's model bone and you are really animating the ship via some other bone. -
If you go to the "Action" tab in Options you can select "Old Compensate mode" to go back to the way A:M worked when the tuts were written.
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You've got the "A" button turned off. It's at the top. Leave that on at all times unless you know why you want to turn it off.
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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.
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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.
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How to use photoshop and AM t make a cool image
robcat2075 replied to Walter Baker's topic in Work In Progress / Sweatbox
That turned out well! Now you should blur the fence again to simulate depth of field. -
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.
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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.
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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.
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It IS a normal, but just the normal for that center point of the patch. Since we move CPs in A:M and the patches just follow along wherever the CPs go, it's the normal (never seen) at the CP that matters for those control keys. A:M displays the normal in the center of the patch so you can tell which way the patch is facing for things like hair and particles. If you want to move whole patch(es) you can (T)urn your view until you are perpendicular to the direction you want to go and then drag it on-screen.
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that's looking very impressive! Are the lines on his chest "render as line" or decal or an actual toonline edge?
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I'm going to suggest a bigger head to body ratio to make her more child-like. What you have would almost pass for an adult in most animation.
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Looks very ambitious and cool!
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the 4 5 and 6 keys work for a CP rather than a patch. A patch doesn't have one normal, it has zillions of them, one for every possible point on it's surface. A CP has one normal. the example you show seems to be using the normal from either the first or last CP you selected as its guide.
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He seems to prefer that you get his attention via the forum. Officially, the V11 plugins aren't avaiable anymore. You might just post a topic "Anyone have the V11 midi plugin?" But you're still on V11? ouch.
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try some of the other times it was archived http://web.archive.org/web/*/http://www.sg...gins/index.html I dont' immediately see a reg that will make splines default to peaked. But you can peak a whole spline at once while it is selected
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try the Wayback machine http://web.archive.org/web/20060110101553/...gins/index.html