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Everything posted by robcat2075
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What is your refresh rate? on the PC it's continuously reported in the lower-left corner. Jeff Lew did speed up his vids to show his process faster, but by "paging down" appropriately you ought to get at least 8fps which more than responsive enough for posing. What are you getting?
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Render Problem- Strange artifacts showing up on final render
robcat2075 replied to cindylyoung's topic in New Users
You should make an AMReport of this, showing the different results you get with different versions of A:M. -
That's a very promising first time out!
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the hair just seems way too bright for gray hair.
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You can constrain objects to the camera, just like you can constrain bones to each other. A "translate to" and "orient like" constraint will make an object stay with the camera
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I've tried 3 time to get it to play but it doesn't. If you post a quicktime you might get some notes.
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What are you rendering to? The only Quicktime codec that can hold an alpha channel is "Animation". The codec is set in the "compression " settings. (Avoid "Animation" for all other purposes, however. It makes huge files.) Targas can also hold an alpha channel. I don't use FCP, but I know After Effects can ignore an alpha channel if the import settings are not right/
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I should also note that if you just want to get your character rigged with a good rig, look into one of the ones on the Rigging subforum such as Squetch, TSM2, 2008, "lite"... All of those have the essential rigging challenges already solved for you and are more robust than my Simplest IK leg. But if you're just experimenting to learn more about it, that's fine too.
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An Euler constraint will set minimum and maximum rotation limits on each axis on a bone . However such a constraint isn't used on an elbow in most rigs as the constraints that enable controlling the arm prevent an elbow from bending backwards anyway. In other words, no matter where you place an IK hand the rig always aims the elbow in the right direction. My "Simplest IK Leg" vid show the concept for a knee. If your Arm is an FK arm you just pay attention to which way you're bending the arm. But if you need to limit rotation of a bone, Euler constraints will do that for you.
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I don't have access to the libraries and Help menus
robcat2075 replied to banditsgirl's topic in New Users
She probably won't be back to school until Tuesday, after MLK day. -
I did that in V13. I also tried using the transparency on the ends of the hair but it gave them all a dark tip rather than make them fade out, so instead I tapered the thickness to 0.01 (0 isn't possible) Here's the PRJ of my test. frame 00:13 is a good frame. See what you get. haritest02B.zip
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Eager to hear your discoveries!
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I have one suggestion on the hair... if you make the root of the hair do a quick transition from transparent to the intended hair color, it has less of the abrupt doll-hair look. On the bumps I have no idea, but would any of the bump alternatives like normal maps or displacement possibly give a better result with SSS?
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Here's one that someone gave me a while back. It's been a long time but I think the .trb files need to be installed in A:M (dont' ask me where) for the material to work. camo.zip
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Exercise 16, "Smoke, Wind and Fire" in TaoA:M Just take out the fire.
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I may be completely off base here so take this as a guess. As far as I know this is now accomplished by Multipass. This is not the same thing. The option I referenced is intended to NOT anti-alias edges. It's not about creating a result that does the same thing as anti-aliasing. It is intended to leave them jaggy so that there is none of the halo-producing transparency that you would normally get when you use a single color key as a basis for transparency in a GIF.. I found it. It is accomplished now with the "Alias Edges" post effect.
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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.