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Everything posted by robcat2075
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I was attempting the very small fire a match would make but it came out looking like a cave torch. torch16_H.mov UPDATE I: now with flickering candle action candle18fast.mov
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If you switch from IK to FK arms or back you will see channels for "1 right hand attacher" or "1 left hand attacher" being created and getting keyframes in them. You may also notice that after you make a few IK/FK switches the arms no longer closely follow their FK control bones. The keying of the "attacher" bones is a side effect of A:Ms (since V13) auto-keying of bones involved in constraint in a pose and those keys are what is causing the wander. You can safely delete the channels for the "hand attacher" bones to fix the wander and you may delete them as often as necessary. There's probably a similar issue with the IK/FK legs but I haven't identified them yet. Note that this issue isn't about the fact that your arms will move from the last-keyed IK position to the last keyed FK position (or vice versa) when you slide the IK/FK slider. That is normal since TSM2 doesn't do the seamless IK/FK switching that a rig like "Squetch" does. (Although I'm thinking there's a mod for that)
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If you need the smoke to actually move, a "Force" ( in chor window>New>Force) will blow particles around. there are different types and shapes of forces. Pick them in it's properties in the Objects folder.
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In the PWS, in the chor, to the right of your model name, click on the first icon with the red X on it
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Sorry about your hard drive! Enable show more than drivers inthe chor and then you can change vhange the materials translate x y z values to move the material on the model. sample PRJ in this thread
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That look's like what he was looking for! Can you post a PRJ?
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particles are turned off automatically after every render. check just in case.
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looks good. I guess directors say "cut!" in German too?
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Once TSM puts bones in a model they're just like any other bones you might put in a model. Bones don't disappear because the model got saved.
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Cartoon characters seems to have an irresistable urge to find xylophones in the world around them. I enjoyed that very much, guys!
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Post some wireframes of it and you'll probably get some tips on where you might economize the splineage without losing detail. If you do use TSM2 to rig it , do not do it without reading the pdf manual that gets installed with TSM2 and doing a practice run on the sample character they provide.
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I've never ever, ever, ever, ever, had one fall apart. You're doing something colossally wrong.
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Are you animating the emitter rate in the Chor? Enable Show more than drivers.
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3d help for packaging design
robcat2075 replied to jakerupert's topic in Work In Progress / Sweatbox
Here's one with very dense cloth. I guess you could just find one sim that got the cloth to fall how you like it and then only need to edit the decal until it looked right. tinboxClothHi.prj -
3d help for packaging design
robcat2075 replied to jakerupert's topic in Work In Progress / Sweatbox
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3d help for packaging design
robcat2075 replied to jakerupert's topic in Work In Progress / Sweatbox
Forget my previous suggestion. Here's how... a ) crop decal to the limits of the outer circle b ) in Photoshop ... Filters>Distort>Polar Coordinates>Polar to Rectangular c ) in Photoshop... double the vertical dimension fo the canvas d ) in A:M New decal, application method>Spherical, Apply e ) finished sphere (delete or hide the half you don't want) If you really need the wrinkles a shrink wrapped image would get, you could drop a piece of simcloth on a half sphere. -
3d help for packaging design
robcat2075 replied to jakerupert's topic in Work In Progress / Sweatbox
Flatten a half-sphere, apply the decal, unflatten. -
the blue hitching post in blue light is really hard to pick out against the blue wall.
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Finishing up my May 11 second club entry
robcat2075 replied to strohbehn's topic in Work In Progress / Sweatbox
Look at it this way... the guy who won needed the free crit more. -
Finishing up my May 11 second club entry
robcat2075 replied to strohbehn's topic in Work In Progress / Sweatbox
Hey, I saw you got into the top half. Congratulations! -
Another festival with no entry fee.
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?? all the elements of the rig are part of the model.
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It turns out to be pretty rare. When i first started using A:M I thought I had to do everything in an action but now I almost never use an action. Repeating anything in exactly the same way tends to look fake. In my sequence for TWO I used an action for the Scarecrow's "counting" motion at about 1:08. It's in the background, but it's still pretty iffy. I used Ease to vary how fast each instance played. But that was it for Actions, all the rest was just keyframed including the walks (and the eyeblinks!) In musical situations Actions can work well . For this parade sequence Ken Heslip made marching actions and instrument playing actions to mix and match on the band members. Mark Allen also made waving and watching actions for the crowd. Actions could work very well on motions that mechanical devices have to like in an assembly line
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I wouldn't use an action for eyeblinks; it would make all blinks look identical which is lame. Fine posing tend to place the eyelids higher or lower depending on where the eye is pointing, so a blink action that starts from a pre-defined spot is a problem. I have a bone for each lid. When I want to blink, I animate them together from where ever they are and then apart again. Some of the rigging gurus on the forum have made face rigs with eyelids that automatically follow the eye direction and a slider that can close the eyes from any position. If you want a simpler solution, make a pose slider that moves your lids from 100% open to 100% closed , and use that during your animation to vary how open you want your eyes to be, and use it to close them for blinks.
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I've put a new test up of a moving cigarette at the top post. yes, that looks very similar. Great clip!