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Everything posted by robcat2075
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Wow, you're a character modeling machine!
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Exporting to OBJ has been around for a long time. Arthur Walasek has made plugins And export to other polygon formats has been around since v3 at least.
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A fine looking model.
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It seems that TSM2 may create three bones incorrectly in "Rear Quad" legs that will cause them to twist weirdly when the TSM constraints are turned on. I'm not sure of the cause yet, but the fix is fairly easy. After you've run TSM Rigger*, open up the model's Bones folder in the PWS and select "body" at the very top. Hit the * key on the number pad once or twice to expand out the entire skeleton tree. scroll down to find this area for the back leg: I've noted the three problem bones with red arrows. If you select one in the PWS, and look at the model from the top you will see its roll handle is pointing off to the side: You could try to turn it forward from the top view but you can get it more exactly aligned by dragging the roll handle in the side view: Do this for all three bones. Select one in the PWS, then fix the roll handle in the model window. Do this also for the analogous bones in the "left" back quad leg. Do I need to tell you to be careful not to accidentally select some other bone when you're stabbing for that roll handle? Well, I will. Save your model again. Do I need to tell you to save it under a new name just in case you didn't do this quite right and you need to try again with your "unfixed" model? Well, I will. Now the TSM constraints should no longer cause the leg to twist when they are on. This procedure is for a quad leg that is generally oriented like a horse's or dog's leg; a leg that goes down from the body. I haven't tried this on something like an alligator leg that is modeled out to the side. When some one comes up with a case like that I will be interested in seeing what happens. *I always save the model after I've run TSM Rigger, then restart A:M and reload the model. This gets rid of most of the "string errors" that are written into the names of some of the constraints. They don't affect the operation of TSM2 but they were messy to look at.
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May this be an exciting new chapter in life. You do have some money saved right?
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I know you're just dong a quick experiment with the model right now, but in the tuts link in my sig there are a few videos on keyposing walks that you might find useful.
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Why does that movie play completely blank for me? My QT plays other H264 movies.
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Hooray! Isn't that great to finally see your model move?
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That's the biggest cell phone antenna i've ever seen. Looks good!
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Another thing you could do is save your model just BEFORE you simulate. Then you can just reload it if you need to get back the non-on-the-fly state.
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Looks great! Will it have gargoyles? That's my favorite part. I've always wondered how a stone cathedral can burn down, but somehow they manage.
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Would there be a noticeable glitch if the SSS settings were different on the fingers? Less depth or whatever?
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Those are good looking characters. I'll look forward to seeing them in action.
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The original NCC 1701 Enterprise
robcat2075 replied to Eric2575's topic in Work In Progress / Sweatbox
Fine looking model! However, I notice in that pic that the clouds are lit from the left while the ship is lit from the right. -
I can see it and I haven't even started mine yet.
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Happy Birthday, Mark and Paul, and thanks for all your fine work in A:M! The other two guys don't look like they've been around for a while, but may they have a happy day none-the-less.
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They are basically the same. A layer is automatically set to 100% ambiance intensity. But a decal on a patch will allow you to set toon line thickness to 0 and toon shading method to "standard" which will make it render non-toon. Make sure that in Render Settings Toon>Override Shading and Override Lines are OFF
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That looks beautiful!
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An Euler limit can do that. You'd set the max and min angles for one axis to 0°. I believe it needs to be lower on the list than the orient constraint to have precedence over it.
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My first thought is that some nested bones with different constraint %s and some euler constraints so that each constraint would slide in only one direction might get this done. This is probably the most bulletproof solution but I haven't thought it through completely. Second thought... you can use smartskin to make ANY bone do ANYTHING in regards to the rotation of another bone. It isn't just for CPs. In this example I keyed "slave" to be 45° left and right when "master" is 45° left and right, but only 15° up and down when "master" is 45° up and down. eliptical.zip It's pretty close. Of course in the above I presume I'll never want to make "master" swing more than 45°. You have to know your maximum angles before you do the smartskin keys. onion skin view of master on right and slave on left smartskinning a bone that CPs are attached to will be much easier than smartskinning the CPs directly.
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tweaking? that could be anything. post a sample PRJ where you can make this happen and tell us the exact steps to do it. Make sure everything we need is embedded in that PRJ. Applying and rendering are two different things. An example you can make do this is what we need.
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Open up the file in a text editor delete everything between the WINDOWPLACEMENTS tags delete stuff here. then save the file under a new name like nomorewindows.prj
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I don't think this is a power supply problem he is having. I do recall one piece of advice about materials, which is to just have that one window open when you are working on them. Or at least don't have lot's of windows open. I haven't had a problem with that, but I don't do much with materials.
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tell us what specific step does this animations are rendered to a file automatically. You chose a file name when you started the render. What are you doing when YOU are "saving rendered animation"
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Other possibilities are that some joint has bones where an end point and a origin point aren't exactly in the same spot. But I'm just guessing.