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Hash, Inc. - Animation:Master

robcat2075

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Everything posted by robcat2075

  1. Adam's apple control... we've been forgetting that one too.
  2. I seem to recall that Flash comes with example FLV players that include volume control. Alternatively: Flashkit.com search on "volume control"
  3. Now, don't get all riled up guys , it's just a bouncing ball.
  4. Welcome to A:M! A:M really works best with models made in A:M. As Gerry noted, the difference between A:M patches and the polygons that other programs use is pretty significant. It is possible to import a .3DS file but they are rarely built in the same way that A:M models are so they usually aren't very useful. Models of characters tend to be overly complex. The .3DS import option was mainly intended for simpler objects that don't need to be animated like characters are. The usual way to import a .3DS file is to do File>plugins>import>3D Studio then choose the file. If it works it may take a long time to finish. Some 3DS files may not work. But i'll note again that character models are usually bad candidates for importing. They are almost impossible to rig and animate. If you're new to 3D you don't want to make this your first project. It would be too frustrating. Another way to import 3DS files is to right-click on the Objects folder in the ProjectWorkSpace and choose Import>Prop This tends to look better than the first method but this "prop" version can't be rigged or edited. it's intended for simple objects like furniture of something a character might hold in his hand. Have you tried the introductory exercises in "The Art of A:M" yet? It really is more fun making your own models in A:M than using someone else's.
  5. You really ought to have several vultures in that tree singing for that shot.
  6. See if you can figure out what has gone wrong here: bouncingBallX.mov Hint: it's about gravity. Don't worry, it's not by anyone from this forum.
  7. Show a shaded render with "Show bones" ON and make sure the character is selected so his bones are visible. What bone (exact name) did you constrain the sword to? It looks like you've constrained the sword to the IK hand target and are pulling that target away from the body.
  8. Did you get this one working?
  9. look at the chor. See how the color and ambience of each group is keyframed. That's all there is to it.
  10. 10 minute version of warpcore warpcore.mov warpcore.zip
  11. You mean the pulsating rings? make a set of rings and you can keyframe the color and ambient intensity for each one individually, to make them pulse in sequence.
  12. Welcome to A:M! Ideal? faster and more is always better. I had 1 G Ram and an Athlon 3200XP and was pleased, but that was with Win2000. I understand WinXP and Vista use more RAM so I think 2Gigs might be a better minimum today. Expensive video cards do not greatly affect performance in A:M. If you buy the CD version ($299) you can take that CD to as many computers as you want to install and run. A:M needs the CD to be in the drive every time you start it. After it is started you can take the CD out. The download version ($79) is locked to one computer. Also, it expires in one year; the CD doesn't. Sounds like you'd be more comfortable with the CD version which doesn't involve online registration. The online download version does use online registration.
  13. I like Thom's guitar playing. Don't know how he does that without fingers!
  14. I watched all three, those are wonderful spots. Too bad about the snail, bosses are lame.
  15. in your render options choose a render format that supports alpha channels (targa sequence, or "Animation" codec in Quicktime) and turn Alpha ON under Buffers
  16. Earthquake! You could also render her with an alpha channel for a cleaner composite (than greenscreen) if your editing software supports such things.
  17. try this... Tools>Options>Rendering tab> Quality Shaded Show back facing polys ON Every patch has a direction ("normal") and if it's facing away from the camera it won't show up in shaded mode if "Show back facing polys" is OFF. You can also flip a patch(es) by selecting it, right clicking and choosing "Flip normals" normal direction is important for particle effects, porcelain material and five-pointers, which must match the patches around them.
  18. I noticed that the character pauses at each step but the object is moving continuously. You can still translate constrain the object to the character's hips (or torso) even if you have IK hands constrained to the object. Then the object will move like the character is moving.
  19. Adding new animation after an action takes some special attention: This vid covers the workflow in the context of "The Door is Stuck" exercise... Shaggy walk cycles up to the door, then has to do something different: shaggyanddoormp4b.mov Here's a link to a post with a sample chor that does something similar: sample action to chor Stuff about keyframing you really want to know: Keyframing Options
  20. Very mysterious. If you "translate to" constrain that object to the character (to his hips, probably) it will follow him a bit better.
  21. Thanks Roger! Interesting that the mapped versions of the rosette anti-aliased better than the spline version.
  22. yay... lens flare!
  23. Looks real good! Where do I buy all-white tires like tire man?
  24. I'm eager to see how this production turns out.
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