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Everything posted by robcat2075
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It sounds like your walk-cycle action doesn't have "has stride length" ON. That makes A:M try to match the progress thru the cycle to match the progress along a path. Almost by definition a cycle is something that is repeated exactly over and over. a "second chor action" would allow you to add keyframes independently of the cycle action to vary the position of bones from where the cycle puts them. I dread meantioning it because it's hard to explain in text here on a forum. Hopefully someone will pop in to do that. As an aside, i'd just mention that if you really need a walk to vary, animating the steps individually is the way it would normally be done, with no cycle at all.
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can you show us a "with" and "without"? I didn't even know hair could take a displacement map.
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It's so dark I can barely see it, but what i can see looks promising. I suspect your monitor is set to to a gamma standard that 99% of the rest of us aren't set to.
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Make sure you turn TSM Constraints ON before you start animating. Then move the bones that you see. There shouldn't be any pose you can't make by moving the visible bones.
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TSM2 intentionally hides all the bones it made when you ran Builder and Flipper. They are controlled by the the new bones left visible after Rigger is run. Your screen shot looks normal. The arms are in FK by default and the legs are in IK by default. What bones are you needing to see that you do not see?
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select a portion of your model and an "untitled" group will appear under it in the ProjectWorkSpace rename that group then drag your material onto that group in the PWS.
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welcome to A:M! one solution is to flatten the path vertically -select the path -open the properties window (ALT-3) -set transform>scale>Y to 0% this flattens it -set transform>translate>Y to 0cm this brings it to ground level you may need to close and reopen the chor for the rabbit to recognize the altered path
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there is a button at the top called "Show manipulator properties" when it is on and something is selected, a small display will appear next to your cursor that shows the same properties as in your screencap
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That's a good looking cat!
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Sorry, didnt' catch your previous post. Right now, I'm already tasked 100% trying to fix TWO scenes. However... Does my sample work on your computer? If it seems to not work then maybe you are doing the simulation wrong. If it doeswork , I'd try transferring that one chain to your head as a test. If it stops working between my sample and your head then you know you made some change. A/B comparisons are all I know to find out the problem. No, it isn't quick. If it does work on your head, then I'd look to see what is different between my chain and your chain. Or... try duplicating my simple test case from scratch on your computer. Does it work or not? If my sample worked for you but your duplication doesn't then that means your' skipping something. Let me know what you find out.
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A talking Acorn! You'll need to add some new CPs to splice the mouth in yellow dots are new CPs blue lines are new splines connecting CPs green dots are "hooks" (where a spline is dead-ended onto another spline without using a CP. TAoA:M explains them in one of the modeling tuts)
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Does this happen on any chor you save or just particular ones? As an experiment you might try going to the PWS and dragging the important things from the bad chor into a new blank chor and save that. (Do I need to say this should be a new file name?). If you do them one at a time you may find that one particular element is causing the problem. If you've been saving versions of your work it's possible to test which one is the first to have the save problem, then use a text editor to compare that and the previous version for signs of obvious weirdness.
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-What does he do when the weapon chooser ends up on "cake frosting dispenser"? -"Smart power-moves for longer lasting" has the slight air of Google Translate to it.
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alpha channels are easy to do, but really hard to explain. I'll let these guys try: http://www.am-guide.com/TinCan/AM_&_Alpha.htm http://www.ypoart.com/tutorials/alpha/fundamentals.php
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The fire tut in TAoA:M shows the essentials of varying particle properties over their lifetime. you'd use sprite paritcles instead of streak particles. creating the cloudlet would be a photoshop job. It will need an alpha channel to hide the square edges.
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make a small cartoon drawing of a cloudlet and use that as a spriticle. Make a particle emitter spew them out and have them grow so they just about cover the flailing arms and then fade out.
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no, it wont' work on the current OS. Guess you'll have to figure out what went wrong on AM2001
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TAoA:M exercise 16 show how to make fire There's also a sample explosion project on the CD>Data>Projects>Particles
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You really dont' need that anymore. The current plan is a download/one year license for $79 whether you've owned it previously or not.
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I looked at it. In your Setup Relationships>Basic Setup Relationships folder there are a bunch of constraints on the finger bones. Those are overriding the pose keys you put on the first finger bones I presume those are left over from the original finger controlling scheme that used one bone (made visible with "Show Fingers")to control the three bones of a finger. You're not really supposed to pose the individual finger bones directly. You woudl use the one bone control for each finger to shape the fingers in your clench poses. However, something else has been omitted that is keeping that one control bone from curling the last two bones like it supposed to when it is rotated. I'm not an expert onthe AM2001 rig so i'm not sure what's been left out. You could delete those poses in the Basic Setup Relationships folder if you prefer just doing all three bones individually. You'll probably have to redo you clench poses. BTW, I'd recommend using TSM2 instead of AM2001. It's easier to install and somewhat more foolproof
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A recently finished project
robcat2075 replied to John Bigboote's topic in Work In Progress / Sweatbox
Those look sharp. Fine work! -
The trick is to not have any one of your "render as line" groups contain enough splines to make a patch. make separate groups for the horizontal and vertical splines that surround a patch. the model: RenderAsLineDemo.zip
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no. you'd have to shift your keyframes forward to get them into positive time
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My talk show series with monkey robots
robcat2075 replied to edlundart's topic in Work In Progress / Sweatbox
I haven't fully digested the description of your problem, but... -make sure the fps in the properties for your imported mov file is set to what you really want. It may have defaulted to something else. or -try converting your mov to a targa series and use that as the decal instead (and make sure the fps in the properties is set to what you really want) -
Good looking character! (from what I can see. It's a bit dark)