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Hash, Inc. - Animation:Master

robcat2075

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Everything posted by robcat2075

  1. smaller variation added to first post
  2. 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?
  3. Group Select your mesh, then CTRL-Select a CP on a spline that runs on the X axis.
  4. Don't render to H.264 codec your problem may be something else, but A:M doesn't work with H.264
  5. you keyframe the emission rate. in the chor 0 would be off and anything > 0 is on.
  6. "show more than drivers" again http://www.hash.com/forums/index.php?s=&am...st&p=308396
  7. 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.
  8. 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
  9. 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)
  10. 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.
  11. In the PWS, in the chor, to the right of your model name, click on the first icon with the red X on it
  12. 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
  13. That look's like what he was looking for! Can you post a PRJ?
  14. particles are turned off automatically after every render. check just in case.
  15. looks good. I guess directors say "cut!" in German too?
  16. 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.
  17. Cartoon characters seems to have an irresistable urge to find xylophones in the world around them. I enjoyed that very much, guys!
  18. 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.
  19. I've never ever, ever, ever, ever, had one fall apart. You're doing something colossally wrong.
  20. Are you animating the emitter rate in the Chor? Enable Show more than drivers.
  21. 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
  22. now with shrink-wrapped label TinBoxCloth.mov tinboxCloth.prj Edit: forgot the decal...
  23. 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.
  24. Flatten a half-sphere, apply the decal, unflatten.
  25. the blue hitching post in blue light is really hard to pick out against the blue wall.
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