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Everything posted by robcat2075
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if you look up either of those or "surface Properties" in the help index it tells you all about them.
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Fun stuff. I'm glad you're enjoying A:M so much.
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Compared to some other first walks that have wandered thru here it's not a complete horror. Is there some element that didn't work the way you expected? I made some vids on walks for TWO animators. You may find those helpful. You can find them in the tut link in my sig.
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that looks great! Looks like very good splining.
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Quick test of lag constraint idea... floatingThingTestMP4.mov FloatingThing.zip
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is the problem just the cable to the floating thing? I'm not sure yet from reading your description. But a while back i offered a solution for a hose that needed to run from a gas pump to the nozzle http://www.hash.com/forums/index.php?s=&am...st&p=286159 also don't discount th epossiblity of using a dynamic chain for the link. that is a more advanced solution requiring more patience. If the problem is getting the floating thing to "float" rather than be rigidly following the beast, that sounds like a job for a translate to constraint with "lag" set to several frames. Basically it causes a delayed reaction to the movement of the parent object. "lag" may be an advanced prop. enabel advanced props in options>global I think.
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How to keep a rider inthe saddle...
robcat2075 replied to Kelley's topic in Work In Progress / Sweatbox
Oh... that rider. It look like you've constrained the rider to the model bone of the creature. You need to constrain it to a bone in the creature that is in the creature's back. The bone that the Saddle CPs are associated to would be a good choice. -
How to keep a rider inthe saddle...
robcat2075 replied to Kelley's topic in Work In Progress / Sweatbox
I don't see a rider. what am i missing? -
Animatic for December's 11 Second Club competition
robcat2075 replied to strohbehn's topic in Work In Progress / Sweatbox
btw, since we're talking about layout and composition, big time storyboard guy Mark Kennedy has a blog in which he frequently explains such stuff... Temple of the Seven Golden Camels -
Welcome to A:M! Yes, do the exercises in TAoA:M. Best starting point. Making masks, that sounds like you will have a good awareness of 3D issues.
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Animatic for December's 11 Second Club competition
robcat2075 replied to strohbehn's topic in Work In Progress / Sweatbox
Your "A" layout does make it clear that they are in an office setting with cubes next to each other. Mine doesn't. You might solve that by putting some cubes on the other side of the hallway. -
I wondered if someone might do that. Can you animate it?
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Animatic for December's 11 Second Club competition
robcat2075 replied to strohbehn's topic in Work In Progress / Sweatbox
That's a good animatic because it shows us what your plan is and I like that you didn't go to a close up of each character just to tell us who's talking. I think that's a good premise. I'm not sure how you're going to make the boss's picture on the wall clear. Who puts a picture of their boss in their cube? Viewers might be more likely to assume it's her boyfriend or husband. Maybe it's not important. Pacing... well, you're kinda stuck with what the audio gives you. Here's my shot at an alternate staging. You have your camera at about "A" on the set, but if you had it at "B" you might get a more dynamic composition. "A" presents both characters about the same size and same level which is static. That may not matter for an 11 second shot but it's more "TV sitcom" than "movie". "B" adds a bit of tension by not having them the same size and putting "him" up higher. "B" gives him an opportunity to grow in the scene as he becomes more important. "B" also gets him playing to the camera more. Don't have "her" turn to face him while she's talking, have her avoiding him. That makes her more visible to the camera too. Readability... with either staging that will depend on your posing and it's too soon to tell how you'll do that. Either staging could be readable. -
99% of 3DS models are not properly made for use in A:M. Any model of a character in that format will need extensive editing and thinning out. This is beyond most new users. A:M is really best for models made with A:M.
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Don't worry. Martin reads every post.
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There's just as much in the front as the rear and the horse is only barely moving back at all. Not enough to counter balance what is in the front.
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I found a bit of footage of a horse doing the "Hi-O Silver" style jump which is somewhat like Steve's animation in that the back feet stay on the ground while the front feet go up. http://www.youtube.com/watch?v=ZMtp9eFnb8w But after watching it a bit it's all rather mysterious. The horse doesn't seem to be pushing off with the front feet much nor is it moving to counter balance its weight over the back legs.
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properties panel>transform>rotate>right-click>convert driver to>Euler
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this thread was about making materials move. It was about making them move on a curvy tube, but basically same issue.
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e-mail hash at the same address you got the code from originally. If they weren't so different it might get you something, but time spent on v 10.5 cloth is probably not time well spent. It wasn't bad but not enough of what you learn using it will be transferable to the new cloth. Get that v15 code! edit: I forgot the "not" in the above sentence.
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This is where I don't see the advantage of re-using a cloth object after it has been simulated. All the motion and folding and stretching is baked in at that point. But you're on v10.5. The current cloth is quite different; there is no "spring system" in the PWS like there is in 10.5. Another problem for you, unfortunately, is that there will be no one here who is an expert on 10.5 cloth. It's not in the current versions and the new cloth has been much more successful.
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There is no bevelling tool as such, just add extra splines where the bevel should be. There's a brief vid about building bevels into your shapes on my tut page (link in my sig).
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This one is a bit more involved than I might otherwise target, but our own forum member steve392 has daringly volunteered it for inspection, so have at it! The centaur nature of the character complicates things a bit, but I think you can still examine this mostly in terms of a biped doing a standing jump. Which is a good basic body mechanics challenge for an animator. There's quite a bit going right here. Can you spot what's going wrong? side_jump.mov 3/4 view same jump
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great lookin beast. wasn't that part of one of your image contest entries?
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use fuzzy kleig lights rather than sharp ones. use fuzzy shadows rather than sharp ones. And the sky... it still looks like a daytime sky but you have night time streetlights shining. that looks weird.