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Everything posted by robcat2075
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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.
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That's something you should do after you've used a good one quite a bit. In A:M. Maybe you already have. Ok then. But if you haven't, then you are starting out with some mistaken goals. Without knowing how they are rigged, impossible to say. I'm going to guess it's the lack of a knee control. Have you watched the "Simplest IK leg" video on my tuts page? That shows a knee pointer or knee target. Which is something already built into the rigs I mentioned. BTW, there are zero animation posing situations in which you leave the feet targets away from the feet or let them stretch the legs absolutely straight. Never get into that situation and you'll never have to undo weird rig behavior because of it.
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Great looking liion thing! You mean "kinematic", right? constraints have a precedence based on the order they appear in the PWS. I forget whether Higher is higher or higher is lower, but you can drag them up and down to reorder them. I'm not sure what the precedence rule is for constraints in separate poses, but I bet there is one. I bet you don't need those euler limits. It's pretty rare for a character rig to need euler limits. It's so rare that TSM2 never uses any. I dont' think Squetch or Lite or 2008 do either. What rig are you using?
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A fabulous fantasia fully festooned with flirtatiously flowered, freely flowing filigreed feathers!
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looks good. I guess you'll want to show a reason that the ball stops so suddenly. I bet you will.
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"Ambient occlusion" is probably what you saw. A:M does that.