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Everything posted by robcat2075
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If you shift select them in the PWS you have to physically click on one in the chor window before you use the cursor keys. I have to, anyway.
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I recall A:M had a render option to NOT anti-alias the edges of an object. This was intended for game programmers making sprites in pre-alpha channel days, but could be useful to make halo-less GIFs with transparency. Don't ask me where to find that option or if it still exists.
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If I drag and select a group of models then try to move that group I dont' get key frames. If I shift select several models in the PWS and the click on one in the chor and use the cursor keys to move them I get new key frames.
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I don't have access to the libraries and Help menus
robcat2075 replied to banditsgirl's topic in New Users
Welcome back to A:M! Well, we dont' want a bunch of students going away disappointed with just some candles. I dont' have personal experience with the Hasp installation, but... Can you tell me, does it result in an installation of A:M on every student's computer or does the Master.exe file just reside on a server and called by each network computer everytime they run A:M? I know on a regular installation the help file is a "master.chm" file that resides in the same directory as the "master.exe" (that's on a PC. Mac...?). Are you on Macs or PCs? here's a thread on librarie problems (it's not specific to Hasp, but it might have some info) it had this particularly interesting link about library installation if those don't help, come back and lets get some more details. And maybe someone who knows Hasp installation will pop in. -
Can you show us a link to an example like that? The technique will be easier to identify.
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Short answer, yes, an action should work on the same model in a different project. To diagnose further we'd need to know more specifics.
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notes on #5 danfbb5.mov
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I've found embedding models in a PRJ useful when I've been doing some experimental (for me) thing where I'm tweaking models, materials, actions, chors along the way. If I save the PRJ with embedded models then I know that in each version the items that made sense together stay together and if I want to I can easily go back to a certain state of development. And I can always resave an item out of a PRJ when my R&D is done and it has reached divine perfection.
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If "frame" is not appearing then your image is not being recognized as an image sequence or was not imported as an image sequence or is not an image sequence.
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texture maps = decals = texture maps = decals You know what decals are, right? Paint it in a paint program and apply it to your model.
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A lot of these questions are posing here would answered if you had done the exercises in TAoA:M. There's a tut in there that shows you how to make a fire material.
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It? the model or the chor? right of center of what? the model or the chor or the screen? I'm not sure what you mean. You'd have to show a screen shot. What version are you using?
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Good looking skin. It doesn't have the solid wax look .
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a painted texture may be a better solution than a "material" here's one tut on painting spaceships however, the darksim material plugin has some decent industiral/metal presets. Search the forum for where to download the presets. I do not recall that exactly. There are many of them. Look at all of them.
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i looked at your screencapture. As i watch it I notice the front foot travels to the back in about 36 increments which suggests it is keyed to move front to back in 36 frames. Which is quite slower than the stridelength device appears to be set to (15 frames). Try setting stride length to 36 frames ( or whatever time length the stride is animated to), or slide the keys so that a stride is taking only 15 frames.
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Then why, a day later, are you still dragging those bones? Also, Jeff Lews DVD explains how to load and use those characters. Why are you not doing it like that?
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turn the blue ring on a finger control bone to curl the last two joints.
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Render Problem- Strange artifacts showing up on final render
robcat2075 replied to cindylyoung's topic in New Users
Just to try... respline that eyebrow area so the decal isn't hitting any five-point patches. It shouldn't matter, but.... -
Render Problem- Strange artifacts showing up on final render
robcat2075 replied to cindylyoung's topic in New Users
Just to make sure I'm explaining my idea clearly.... suppose you have a decal that makes a blue cross on the mesh like in this picture: a bitmap like the orange rectangle that just barely contains the cross would cause my disappearing patch problem. a bitmap like the green rectangle that completely overlaps all patches that the blue cross contacts, and was applied with all the patches marked with a red X hidden, solved my problem. You may have done this already, but I wasn't sure from your description. Anyway, finding that this is decal-related is progress! -
Render Problem- Strange artifacts showing up on final render
robcat2075 replied to cindylyoung's topic in New Users
This is jogging my memory about something I ran into between v10.5 and V11. it seems with V11 a decal with an alpha channel or transparency needed to completely cover any patch it came into contact with or the patch would go transparent. They didn't flicker though. The solution was to first hide all but the patches the decal would be visible on and make sure the decal was bigger than that area. Then apply. try a render with the decals removed as a first test. and if that gets rid of the flicker try remaking your decals as above. -
Right-click in chor>remove simulation data? I forget if that applies to cloth or just dynamic constraints. You can also delete cloth sim data by deleting the Splines folder under the object in the PWS. And of course it's good practice to save a version of your work before you run a sim so you have an easy way to revert.
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Render Problem- Strange artifacts showing up on final render
robcat2075 replied to cindylyoung's topic in New Users
Nice eyelashes! That does look odd. It's like you've caught A:M subdividing its patches. Is there any chance there are duplicate or internal patches at those black spots? I'm just wild guessing here. Does this happen from any camera angle at any distance and any lighting? Or just this case? If you remove the decals or turn off hair does that change anything? Is there a material on that skin? if you remove that what happens. I'm just thinking that some small change might give someone a clue. What was your previous version? Can you reinstall it? If you can load this into two different versions of A:M and get different results that would be something to report to AMReports with renders from each. -
!!! I did not know that!
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Slowing Machine Down! Doing something wrong??
robcat2075 replied to animatorguy's topic in New Users
I tried it, I could just barely open it. There is a certain wall you hit with large splineage. I think you've hit it. But multiple copies will be a better solution for you. I forget the exact work flow for assembling sets as action objects that Gerry mentioned, but it's somewhere in the TWO forums. If you were to put one chair as multiple models in a chor you'd have the flexibility of turning any of them temporarily to seen/unseen so A"M only had to display the particular ones you needed to animate around at any moment (faster screen), then turn them all back on for rendering. You could organize them by row in folders for easy finding. You can shift or CTRL select multiple objects in the chor and flick them all to a different state at once, instead of having to set each one individually. S Gross made a plugin for quickly adding many copies of a model to a chor: Multiply plugin -
If you enable "show more than drivers" in the chor you can set keyframes on the "Frames" property for the image sequence. You can make the sequence go slow or fast or hold or backwards even by setting keys for particular image frames