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Everything posted by robcat2075
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If it works it works, but it really ought to work with "replace", so to me it's still a mystery.
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A TSM2 character doing a squat. TSMsquat.mov the PRJ: TSM2Squat.zip I hope this ends the controversy. But seriously... you gotta be more specific about your problem. I've done walks with TSM2. It's just fine. There are some videos in the tutorial link in my signature about making walks. There's also a vid about "Keyframing Options" there you should be familiar with before you try something like a walk.
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While you're on this... is there a shortcut key to change the timeline from the keyframe view to the spline view and back?
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my signature at the bottom of my posts
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There's a better one on that in the tut link in my sig..."KeyFraming Options"
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I understand that it would be uneconomical to continue stocking low-volume products. Perhaps we could persuade Anzovin to put their out-of-print CDs in some sort of on-demand CafePress situation (CafePress does do data CDs) where they could still make money off each sale and yet not have to manage the order taking and duplication.
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Thanks! I just realized I made one major misstep while I was doing that... I should have done my CP assigning and weighting before I ran TSM rigger. Then I wouldn't have had to turn on and off any geometry bones; it would have been far simpler. I think I got used to doing my weighting after Rigger for some reason on another project, but generally that's the wrong workflow. Ultimately I got everything assigned ok, but it would have been easier if I had done it before running TSMRigger.
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You can still resell the originals! If you've absorbed the knowledge, might as well let the CDs enlighten another person.
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William Gaylord made a cool five-legged creature. This is one way one might rig such a character with TSM2. Not the only way... just one way. Errata and correction I noted below but I'll copy here just in case some one doesn't read the rest of the thead:
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Even though a CD is out of print, it's still under copyright and the whole thing about not selling it for money doesn't negate that. (No one needs to chime in to tell me the law should be changed, I already know everyone thinks it should be changed. I'm just saying. The Anzovins made some really good instructional material; pirating them now seems wrong) Hopefully there can be a way to make the Anzovin CDs available again. Anyway, once you get to know your way around the software, a good, wide-ranging reference on how to animate well is Richard Williams' "The Animator's Survival Kit". It can be had for under $20 on Amazon. On the face of it it is a book about 2D animation, but good motion and good poses are good motion and good poses in any medium.
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Things I notice, without them necessarily being the reason... -you're on a Mac rather than a PC -you're working in the Timeline Window timeline, rather than the PWS Window timeline -your new chor action was called "2" rather than "1" -when you force the keyframes, the feet shift, but don't look like they have actually gone to the default position. For example the left foot is pointing down which is not its default orientation. But after you walk Shaggy back a step and then forward again to the transition point the foot isn't pointing down anymore. I wonder why it changed. Embedd Shaggy in a PRJ, and then could you do the manuver again as you did it in your vid? Start from a blank, fresh PRJ. Save a PRJ just before you force the keyframes and save again just after you force the keyframes. zip them up and post them and perhaps something can be found by looking at them. No guarantees, as I have no clues. That was my first thought but i couldn't quite get his result by messing those up.
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I had heard that it was automatically on when making a constraint so I thought maybe it's stuck. But no. So I'm doubtful this is a V15 problem, I haven't heard anyone else have this trouble. You have those OFF, of course. All three transformation key buttons are on. I haven't seen any notable differences yet. That is plan B and I used to do it that way before I knew about multiple selecting and forcing keyframes. So it can be done. If you do it this way you have to remember to nudge the bone in every manner that you want it keyed... a translation nudge may not make rotation keyframes. Scale nudges are hard to do, but you rarely need scale anyway. Hard to know the problem without watching you do it. Post a screen grab (JPG or PNG) of your PWS before and after you force the keyframes. Maybe that will reveal something.
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The scary thing is I thought I did that just a few months ago, but it's been nearly a year and a half. Hmmm... This is happening when you "force" the keyframes on these body parts? first guess... make sure the "Compensate Mode" button (near top of A:M ) is not on. Aside from being used to make constraints have an offset, it can be used with the keyframe button to reset bones to default positions.
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Under "User Properties" you should see all the poses that your character has. Both slider poses and ON/OFF poses. some may be hidden in folders there. If they aren't there, then they won't be anywhere. If we ascertain that they do exist, then selecting the shortcut to model in the action should bring them up in the poses window. Toggle ALT-4 to turn the window off and back on again. Alternatively, you can also control them where they appear under "User Properties" in the properties window.
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In the properties window for the model, is there anything under "User Properties"?
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If you can show a picture of what you're aiming for...
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I'm confused because you say "whenever i try to use the constraint thing" and then you describe it "shifts before" you used the constraint as if that were the result of using the constraint, but it can't be if it happened before. Describe more clearly what is happening.
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If you had done this... ...you would have found that very effect. And it even has a PRJ posted. You gotta be WAY more inquisitive than just looking at the things people directly point to. There's just too much out there and we'll never have time to directly point to all of it.
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So far I haven't found an easy way to do this. It would be great if you could delete the lines connecting a polygon model and just leave a cloud of CPS and then you could stitch a new spline along the old CPS. But CPs can't exist without any splines connecting them so that idea is a non-starter. Sometimes I have drawn a long new spline off to the side of the model and then one-by-one dragged and attached (LMB+) its CPs to the CPS on the original model. This gets a new spline in place but deleting the original polygon lines is tricky.
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Every water situation has a different solution. here's one http://www.hash.com/forums/index.php?s=&am...st&p=279830 follow that thread from the top and there are several other takes on water also.
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Can you give me a link to a tut about that I like to try that. I guess he means Steffan Gross' plugin http://www.sgross.com/plugins/plugin16/index.html
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You're right that the walk appears slow. It's not that people can't walk slowly but right now he looks like a faster walk shown in slow motion. You might video yourself walking at that speed and see how it differs . Two quick things i notice... -his trailing foot isn't really doing as much to push him forward as it could. It's getting pulled up before it gets a chance to extend more to push off on the ball of the foot -seen from the front, his upper body is almost floating between his two feet. Walking that slowly he'd have to be transferring his weight between them more.
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have you found a picture of what you want your web to look like? ("no" isn't the right answer )
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He's naked! Torlak sounds like a good name. In the tut link in my sig there are some videos I made on "walks" that might give you additional ideas
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http://www.hash.com/forums/index.php?s=&am...st&p=274604