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Everything posted by robcat2075
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sequence of events 1 downloaded file 2 oped file 3 looked over how it was setup 4 tryed to change the color of the jets to red So you haven't tried just rendering the Project unaltered. That should have been step #1. notice that my animation is only 3 seconds long and the particles stop at about 2.5 seconds. the emitter is keyed to 0 then. I f you 're rendering something at 5 seconds out you're not going to get anything. A:M is not broken. I believe V15 turns off particles after every render so projects with lots of hair don't' take forever to reappear after a render.
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you mean "particles" ON? Nothing renders even if you just load the PRJ and render it without changes?
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Great looking splines!
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One way would be to make an animated map applied to a cylinder where the jet exhaust would be. But then you're going to ask for a tut on making the animated map. Streaks are a likely solution make a ring for an emitter. A ring because you want teh edges of the exhaust to look denser than the middle. have it emit lots of nearly 100 % transparent streaks. High velocity. have them die off to 100% transparent in a few frames. make them 100% ambient so they look like they glow. you can vary the spray of the jet by varying the shape of the emitter. one problem with particles is that they tend to clump around exact frame times rather than be emitted randomly over the life of the effect. short streaks tend to look like pancakes are being fired out. One work around is to up the PRJ to a higher fps and then render fewer frames to compensate. you'll need to render to TGAs because quicktime will be fooled into thinking you want the higher frame rate. this was a 48fps PRJ rendered with "step" at 2 to get just 24 fps jetblastD.mov JetBlast02_48fps.zip MANY more particles, shorter and more transparent would get closer to the gassy effect in the example you showed. (thanks for showing an example!) Render time will go up, of course.
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Welcome to A:M! A:M is a great 3D animation program and much fine animation has been done with it. If you know 2D animation principles you will find them useful in making good animation. However, You will find that some of the nuts and bolts and how-tos of 3D animation will take some adapting to. I think it takes most people more than 1 month. The best place to start is "The Art of Animation:Master" (TAoA:M) the Booklet (or pdf file if you bought the download version of A:M) that has about 12 introductory exercises on how to use different parts of A:M. Do them to get to know the program, and do them so you know the basic vocabulary so you can ask questions here on the forum and people will know what you are asking about. There's more to know than what is in TAoA:M but that is a good starting place. After that we can point you to other resources.
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Happy Birthday Paul, and may all your WIPs be fruitful!
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Yes, turn off compensate. In versions before V15 that button was off by default, but there weren't many circumstances in which you'd want to make a constraint without it, so in V15 it was changed to ON by default. You found the one situation in which you don't want it on.
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Welcome to A:M! That looks like a very successful first outing. My main crit would be that some of the camera angles were confusing and/or moving too much. But again, a very respectable first effort. May you have many more!
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What sort of a foot are you going to put this on? The Hand Gizmo is about quickly making poses that you need long fingers and a thumb to make. It wouldn't' be much of an advantage for a typical foot.
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that looks real fine. So German planes were being built in the Netherlands?
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That looks sharp. Keep on flying!
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That's looking real good. I agree you might need more splineage to support eyebrow movement, but you'll find out either way when you get to that.
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"Polygon Modifier" is obsolete and doesn't exist under A:M's Simcloth anymore. I'm not even sure what it did. Pass thrus... first tactic... increase collision distance. There may be a "normal" direction issue I've had success with scaling models larger so that large collision distances appeared small. http://www.hash.com/forums/index.php?s=&am...st&p=279088 Simcloth in 12w... not sure about that.
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that's fabulous! We're all proud of you!
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Not normally. Something more is wrong. You may have to tell us more about what you're doing.
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One thing that worries me is you say you've "uploaded" the sound again. There is no "upload" in A:M. You can "import" a sound but since you're not describing that right, I wonder if there's some other detail you're not describing right that's stopping us from seeing what's wrong. Logic would tell us that since the program is the same one you installed and it worked before... it's not the program that stopped working. You've changed something. -Do a Help>reset all settings. restart A:M and reload your PRJ. -Here's another test... can you start a brand new fresh project, import a sound file, put it in a blank chor and hear it play there? -last resort... Do Project>Embed all, save it, and post it AND the sound file here and someone might be nice enough to look at it.
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As far as I know a Hash employee, Steve Sappington, did the TAoA:M videos. There are plugins available for A:M, for example these, but they are mostly free and you won't need them for TAoA:M. They are convenient, but not necessities for getting something done. The only major accessory you need with A:M is a paint program if you want to make decals.
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The problem with this topic is that there are about five things you need to know, but no single one of them appears useful or makes sense unless you already understand the other four. None of them are particularly difficult but no matter which order you cover them in, you have to slog thru four before you get to that AHA! moment where you see that they all really do have some relation and they are all useful. - more likely a "bone" not a "control point" - the middle option, "branch" will key all children of a selected bone, not necessarily all connected bones. I never use it because in modern rigs bones that appear to be parent and child may not actually be so. Bones I might expect branch to key might not. So when need to key a whole arm or hand I explicitly multiple-select the bones I want and use the single bone filter.
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Tell me more about what doesn't work. Here is the link. We discussed this but I never got a solution. http://www.hash.com/forums/index.php?showt...mp;#entry292993 As I recall that one was a a somewhat different issue of trying to force keyframes (with the Offset button ON) when switching from an action to keyframed action. An Issue, but I don't have V15 to do testing with. Go do the keyframe test I just posted and let me know what happens.
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While you have a pose window open, a phantom action also appears in the Actions folder. go down to it and turn on "Show more than drivers". this will expose the bones of the model and you can turn their "eye" icon on and off to key their visibility for various settings of your pose's slider (or ON/OFF switch). This phantom action will disappear when you close your pose window.
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important phrase highlighted. By moving the pivot away from the on CP of that one-CP group, the axis of rotation is somewhere other than that CP. This means the CP will move around that point when you use the rotate manipulator rather than just rotate in place, which it would do if the pivot and CP where in the same spot. He's showing that you don't have to accept the default center of a group when you do rotation maneuvers. You can move the pivot anywhere if you need the group to rotate around a special point.
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I'm not convinced it's the best way to explain it either. This chart shows the "what" but not the "why". My video tut is more about the "why" but people aren't getting that either. This filter thing seems to be something that a lot of people aren't getting, but I'm not sure of how to state it in a generalized way that everyone can apply to themselves.
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Tell me more about what doesn't work.
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What is this "tap" thing of which you speak? It is strange to me. I know not of it.