sprockets buildings buildings Rubik's Cube Nidaros Cathedral Tongue Sandwich A:M Composite Kaleidoscope
sprockets
Recent Posts | Unread Content | Previous Banner Topics
Jump to content
Hash, Inc. - Animation:Master

robcat2075

Hash Fellow
  • Posts

    28,276
  • Joined

  • Last visited

  • Days Won

    406

Everything posted by robcat2075

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. Tell me more about what doesn't work.
  6. What is this "tap" thing of which you speak? It is strange to me. I know not of it.
  7. Indeed there is. Remember in TAoA:M it showed you how to apply a decal to the giraffe? A video can be a decal too. (If you've been putting your video on a layer, I'll presume you know how to import an image and all that.) In your model window hide everything but the surface you want the video on. ->New>Decal>choose video from list of images apply like any other decal.
  8. Does this sort of thing make sense?
  9. Another great looking character!
  10. you can expand any item in the PWS and click on any element to see an individual curve. You can CTRL-select any arbitrary set of elements, even from different models, to see those curves displayed together.
  11. Is this what you are trying to do? CameraPanDolly.zip watch it from the top view.
  12. the model doesn't seem to be embedded in that PRJ. My first guess is that the finger bones are not children of the bones they should be children of.
  13. That one is so graphic that you can probably get away with a lot of things that you can't on a realistic looking character. on the walk... (I realise this may just be a rendering test, but FYI...) : - he's walking with legs that are always bent. On a "normal" walk the leg is nearly straight when the heel hits. then... -his body is rebounding from the very frame that the heels hits. You're missing the compression pose. The body will continue down a bit after the heel strikes because it takes time for the leg to bear the weight and push him back up into the next step. Richard williams talks about the walk poses in his book and I do in my walk posing video too.
  14. I dont' have the latest version of that book. could you quote a sentence or two?
  15. If you were looking from the side the origin of the thigh bones and the origin of the back would be the same point. But it doesn't look like 2008 is intended to work that way. It looks like it's intended to have the hips swing from a point at about belt level and I dont' know if it can be configured to work another way.
  16. (width of planned print) x (dpi is will be printed at) = horizontal resolution to render at (Height of planned print in inches) x (dpi is will be printed at) =vertical resolution to render at a 5x7" image printed at 300 dpi would suggest a 1500x2100 pixel render. a 5x7" image printed at 150 dpi would suggest a 750x1050 pixel render
  17. I don't think this is a matter of FK vs IK. I didn't even know 2008 had a choice there. But I wouldn't think that choice would be changing where that main controller is in the body.
  18. If I understand correctly what you want.... While your AI pose window is open, first make sure the "Key Muscle" filter is on (bottom of A:M screen), and make sure muscle mode is on select all the CPs and CTRL-C to copy the "keyframe". Close the AI pose window then go back to your model window, >new>pose>percentage CTRL-V in the new pose window and the shape of the AI pose will be pasted into the new pose. Then you can modify it to suit your needs.
  19. I guess you're trying to have the glow not spill out past the edge of the model? You need something besides "Glow". Glow always has a radius beyond the objects edge and a negative radius isn't possible. I just tried to paint something in Photoshop that would be a glow that doesn't spill out, but I couldn't make anything convincing.
  20. I think the new displacement mapping is a pretty amazing, creating the appearance of geometry where there is none. I think Martin wrote that one himself.
  21. Bulls-eye! You're starting to see what's at work here. You're having to counter animate the position of that control to try to keep the hips form pulling the feet off the ground. It's not like fine animation could not be done with this arrangement. Someone well versed in body mechanics and who knows the result they want could pose it just fine. But for a student it inserts a complication that they won't be ready to work around yet. All back motion starts at the base, and mechanically, that base is the joints where the hips meet the legs. That is the big hinge point between the body and the legs. It is where the weight of the body is supported by the legs. In almost any body motion you pose that point first and then arrange the spine on top of that to make the shape you need. With the main control above that hinge you are really trying to position a midpoint of the spine and then adjust the hips below it to look as if it were the origin of that motion. Not undo-able, but counter intuitive. Now, in real animation there's probably no situation in which you would try to rotate that the base with no translation , like I was trying to get you to do in that example. You'd be moving the base of the base somewhere when he leans over, to make the appearance of balance. But later on when you are debugging your motion and looking at channel curves there really will be no bone channel that represents the motion in space of that big main hinge point where the hips rest on the legs, because that point is indirectly derived from a control's motion somewhere else on the spine. It's hard to explain in words. Am i making any sense?
  22. Those are better looking bounces!
  23. In that clip, are you both translating and rotating the control, or are you only rotating it ?
  24. When you step thru it in the chor window (+ and - keys) what does it do?
  25. they look good enough to come from the Franklin Mint.
×
×
  • Create New...