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Hash, Inc. - Animation:Master

robcat2075

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Everything posted by robcat2075

  1. It seems important at the beginning to force keyframes on the bones before you do anything else by moving the IK-FK from 0 to 100 and back. Right?
  2. In my first 30 second test it appeared to work right while I was doing the keyframing but when i went to play it back there was a jump at one of the transition points. But I couldn't duplicate that error on my second try. I'll need to spend some more time testing it. Looks very promising though! Thanks! Edit: i notice the IK-FK slider is drifting between keys. Shouldn't it really be on "Hold" interpolation?
  3. Great! It doesn't have to work with a single switch. If the IK-FK transition took flipping two switches in succession, that would be fine. That was something I was thinking might be necessary when I noticed that the elbow pointer in IK is also the FK upper arm. But I never got around to testing any theories.
  4. I'm interested in it but I haven't had time to sit down and test it.
  5. These and the smoke tests are plain old particle "streaks". The secret is to use so many that they all blend together and to make them nearly transparent so when they're all ovelapped they dont' blow it all out to pure white. for the fire the emitter rate is set to 250,000 and the transparency varies from 100% to 99.7% a force with weak turbulence makes the flickering motion. downside... takes up to 8 minutes per frame to render. But I'm impressed it works at all. A:M is successfully managing a million particles at once. There's probably lots of room for further dev on this.
  6. Aw... she looks great! syndrome?
  7. you mean the grid of red LED things?
  8. Here's a PRJ in a zip with lighting image. I've deleted all the lights so only the GI is lighting the model. It seems to give different lighting on different sides of the model. GITest.zip The image is a free one from the web. Let me know if this isn't doing what you wanted because I don't know what I'm doing really.
  9. dont' dead end a spline with a CP... continue it to a hook...
  10. Welcome to A:M! v12 is pretty good. There have been quite a few bug fixes and some interesting rendering features added, but the program still looks very much the same in operation. The biggest change since V12 is that the file formats have changed so that anything saved from V13 or later will not load in V12 or earlier. So you may run into situations where a model or PRJ you find on this forum wont' load in your A:M. But you can still do all of TAoA:M and see how it's done in the video versions and you can still show your work on the forum too. And anything you make in V12 will still be loadable when you upgrade to a newer version.
  11. If you can make a pose that works with already-rigged TSM2 charcters that woudl be great!
  12. smaller variation added to first post
  13. In my brief test you dont' need an image background to have the model GI lit. If I render a model with GI on and with no other objects it gets an alpha channel. This had no lights except for the GI lighting. Is this not what you are going for?
  14. Group Select your mesh, then CTRL-Select a CP on a spline that runs on the X axis.
  15. Don't render to H.264 codec your problem may be something else, but A:M doesn't work with H.264
  16. you keyframe the emission rate. in the chor 0 would be off and anything > 0 is on.
  17. "show more than drivers" again http://www.hash.com/forums/index.php?s=&am...st&p=308396
  18. Yes, it's going to take a force to scrunch the particles back together at the top but without making them look like they are getting sucked into a straw.
  19. 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
  20. 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)
  21. 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.
  22. In the PWS, in the chor, to the right of your model name, click on the first icon with the red X on it
  23. 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
  24. That look's like what he was looking for! Can you post a PRJ?
  25. particles are turned off automatically after every render. check just in case.
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