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Hash, Inc. - Animation:Master

robcat2075

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Everything posted by robcat2075

  1. "show more than drivers" is on which is showing you a second bone list as if you were rigging the model and assigning properties to the bones. The bones you normally animate and key frame are under "Actions" including the model bone. This can't be a PC only thing?
  2. Welcome to A:M!

  3. if it's an action on a path you can keyframe the "ease" property on the path constraint to slow it down. Otherwise you would key the "ease" prop for the "shortcut to (action name)". Ease is normally automatic. Once you keyframe it you will need to explicitly keyframe all the changes in "ease" you want to happen.
  4. What do you mean by "wouldn't let" you? The installer wouldn't even run? Installer ran but A:M won't run? It's locked itself in the bathroom? If it thinks you've set the clock back you'll need to contact Hash for a new key I believe.
  5. It appears in the PWS as "Model Bone" But after following this thread I'm still not exactly sure what someone was not able to do and why they weren't able to do it.
  6. I'm not sure what you mean by the words that I have bolded. Those aren't "quality" settings. Is this the window you are looking at?
  7. Here's a tut done for a previous version of A:M but I think it all still applies. http://www.hash.com/users/ed/tutorials/fpm/fpm.htm
  8. to try: Help>Reset All Settings
  9. I think they could all look right depending on the context. But I want to see this movie so I can find out what that glowing green mist is!
  10. Even if you never model anything you can still animate with A:M using the many already made characters. But you'll also enjoy making your own characters, even if they are not as complex at first. As noted above, time and persistence are very useful in this endeavor.
  11. mtpeak is the authority on that rig, but I don't think the neck geo bone is intended to be animated directly. I believe it follows the head control so you don't have to key the neck bone at all. (Translate the head bone to move the neck) The head is two controls in one.
  12. look in your pose folders for a make visible on/off switch.
  13. Well, I'll just bump this up to recycle it one more time! Change the 5 to a 9 this year. (see top post)
  14. The witch and the elf (?) toon render real well. If you put a white/light grey toon line on the cat that would look very classic.
  15. you mean "transition" to another action? see next comment... in the tut link in my sig there is a vid on "Adding animation after an Action" that covers both some of your path constraint trouble and how to add new animation after an action. Numerous bugs removed. New rendering features like SSS and new cloth. Also some new plugins are not written for V11
  16. TSMRigger will crash when it encounters a bone name in one of its scripts that it can't find in the model. This can be due to an actual missing bone or it can be due to a difference in spelling due to capitalization. If one were in a detective mood, you'd use a difference-flagging-capable text editor to find the change between running TSMFLipper and Mirror bone, and would give a clue as to what is going wrong.
  17. I'm glad you have progress, but I'm wondering why mirrorbone didn't... mirror bones for you. If I run TSMBuilder and install the default bones, then select the "body" bone and run MirrorBone with its defaults, everything mirrors as we would hope. However I find that if I select a bone on the arm or leg, i get incomplete mirroring. If I select the "1 right hand" bone I get a result that looks like what TNT got. Just to try, you might select the body bone before you invoke MirrorBone if you hadn't done that previously. MirrorBone ought to be a one step replacement for TSMFlipper.
  18. The burn effects tut seems to explain it. What part is not working for you?
  19. Shouldn't be I guess. When something doesn't work, I try testing a simple situation. Try deleting all bones except one spine bone and the top leg bone. See if that mirrors correctly. (and of course you've saved a copy of your work before you do this) If it works, try deleting less and less until it fails. Then you know what element is a problem If it never works, then something must be wrong with your plugin settings or the way you are using it or the plugin itself. If you still have V13 you could try mirroing in that too. Just to see if it makes a difference. I'm not saying it will. I dont' expect it to. But you never know... Rigger has trouble with caps in names. Mirrorbone will flip bones with Caps in names but Rigger won't recognize them or will crash. But TNT hasn't gotten to the Rigger stage yet so I don't think that's the issue yet.
  20. just wondering.... what's the stuff with "FIN..." in caps inthe bone list?
  21. It sounds like "MirrorBones" is doing something odd. That's not an official part of TSM2, however. Try flipping with TSMFlipper. It won't mirror CP assignments but you will get bones flipped.
  22. Here's some pics of mine. V5 on the left was actually called "Martin Hash's 3D Animation". "Martin Hash's Animation:Master" was the name for what would later be called the NetRender version. After V5 the names were unified again. Before V5 you didn't get a manual, you got a pamphlet! The manuals were a big improvement but I can imagine the cost of printing them was substantial and they seemed to be growing by about 150 pages with every version. The good news now is that almost all of the information in the manuals is now in the "help" menu. You just have to search for it a bit more.
  23. Is there sound in that clip? The properties of the mov says it has audio but I dont' hear anything.
  24. and maybe one axial rotation 45° in each direction that would be for the "upper arm." I believe it can all be in the same smartskin. One key in each direction but all in the same smartskin. You'd probably do a separate SS for the shoulder bone (called "arm" in TSM2") if your CP weighting doesn't fully fixx the motion it does up and down. But the shoulder moves so little that CP weighting might do it all. Yes. you might do one at 90 forward, 45 forward if needed, 45 outward (probably excessive), and some small angle backward... 30?
  25. That looks about as low as you can go.
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