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Hash, Inc. - Animation:Master

robcat2075

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Everything posted by robcat2075

  1. Glowing cylinders are irresistible to thieves.
  2. There may be a way to imitate "selection sets" in A:M, I think that's what you are wanting, I'm pretty sure of it and it would be related to the autokeying that happens in seamless IK/FK switching that was introduced for David Simmons' "Squetch" rig for TWO. Major detective work will be needed to sort that idea out. Unfortunately it's not possible to segregate bones within a character by folders. Some alternative ideas... 1) with "Key Bone" filter on you can CTRL-select multiple bones in the window or the PWS for simultaneous keying. If your rig is named so that all the "Face..." or "Finger..." bones lie together this is quite handy. A good reason not to start bone names with "Right" or "Left" CTRL-selecting bones goes a bit faster if the display subdiv level is not set to the maximum 2) Use multiple choreography actions. Don't put all your keys in the default chor action that you get when you drag the character into the chor. on the model name>New>Choreography Action You could use one for Face, another for Hands, another for Body... This would work as long as you don't want overlapping sets. However, it would be exceedingly easy to key a bone in the unintended chor action and not realize it until later. I'd avoid this idea without previous practice. 3) Selection Filters. LMB on the downward triangle at the top of the PWS (right triangle in V13) and you can define a filter like "finger" that will display everything that has "finger" in its name. You can Shift-select the top and bottom of that list to quickly select them all. Again, this presumes your rig has an intelligent naming convention Complex AND or OR selections don't seem to be possible. In V15 you have to check "save with project" close then reopen the PRJ before they appear. V15 seems to have introduced several bugs in this feature.
  3. Be sure to tell your friends the answers are here on the forum!
  4. Actually it's a property of the image sequence... make sure both the Project and image sequence agree
  5. most likely... make sure the fps of your roto and the fps of your project are the same and that one is not 24 while the other is 30 or any other crazy number. the roto fps can be set in its properties. that works for targa sequences.
  6. Good start. You can get a vastly smaller file if you dont' use the "Animation" codec. Choose MPEG4 or Sorenson3
  7. did you download the right ones? there are versions for 15f and versions for before 15f
  8. Hey that worked real well! I bet there's a film festival somewhere that would program that. You guys should look into some of the no or low-entry fee festivals that have a theme that this might fit and try it on them. That lighting is getting better Gene!
  9. You mean like if you had 1000 hairs each one would be showing a small part of the image? hmmm... ??
  10. Go to "My Controls" and then "Edit Avatar"
  11. JGriffin made some jewels way back in V10.5 he put up a sample project I haven't tried it in V15. I don't' know anything about it. You may have to do a lot of investigating yourself on this. but there it is. Edit: I just tried it in v10.5 and V15. It looks way better in V10.5. Not sure what has changed. V 10.5 :
  12. Almost none of those objects will be suitable candidates for importing into A:M because A:M models are made from carefully arranged splines and patches which are VERY different from the polygons those other models are made of. you can in a model window>plugin>import to try. Typically they take very long to import. But if you are new to A:M you won't be up to speed on the extensive editing those models will need to be made right for use in A:M. The best models for A:M are models made in A:M. If you only need to move an object in a chor and not rig it or edit it, you can also on the Objects folder>Import>Prop to import a poly model. These will import faster and look better than a model imported into an A:M model window.
  13. one more thing, you can do the maneuver I showed you in about 10 seconds with Steffen's CutPlane Plugin of the four options only "Add Splinering" should be checked.
  14. You're welcome! I'm glad we got you going!
  15. Well, now you have to show us. I want to see the weird looking one too.
  16. post us a link to them on youtube! It always gives you a URL you can copy and paste for every video.
  17. That's every gym teacher I had in jr. high.
  18. I just screen captured. but you can render shaded mode with Show CPs ON. yup the effort... the... effort... four... rooms... can't... go... on... it's not that hard. newsplinet0005H264_150.mov
  19. is the closest room what you are trying to do?
  20. You're doing something seriously spline-wrong if that shape is a problem. Can't see from here, though. tip: don't save over your old work. save a new file with a version number. Because the day is going to come when you're going to wish you hadn't done something you just did and you're going to want to have it back the way it was.
  21. Rob, show us an example.
  22. A four sided shape wont' render if you make it from one spline loop.
  23. Use the non-linear editor I linked to before.
  24. reading your initial post a bit more... are you saying that the 1st cloth simulation no longer works after you subdivide the cloth? Even for the CPs that were there before? I'm not surprised, I'm going to guess that the identity of all the CPs has been jumbled by adding new ones to the same mesh. Maybe you could show your unsuccessful result and that would tell more.
  25. I don't think you can combine two chors easily, but A:M has an editing capability that lets you put together clips you've already rendered. Non-Linear Editor
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