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Hash, Inc. - Animation:Master

robcat2075

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Everything posted by robcat2075

  1. on the duplication or your original head? I can't tell which one you mean is not working. only when you simulate or also just play without simulating. I'm pretty sure the simulating isn't making anything shrink
  2. In the tech Talk on dynamic constraints I believe there is a part on chains that hang from two points, which would be what you are trying to do.
  3. next, did you try my other suggestion:
  4. When you load Dreadtest_NotYetSimmed and go to the front view (keypad 2) and then right-click>Simulate Spring Systems... absolutely nothing happens?
  5. Ear flap control! I knew I was leaving something out of my face rigs!
  6. you need to turn on "show more than drivers" for the model in the chor then navigate down to the Decals folder and down until the properties window shows "Image>Frame" that's what my V13 shows.
  7. All hail the Christmas Snail! That looks wonderful!
  8. Thanks. One work-around is to add a camera in a position that does give you the angle view you need (set it to non-perspective) and look thru that to animate rather than the keypad views. Keypad 1 will cycle thru all cameras in the chor.
  9. After you get your props in the chor for the first time, save it before you do any animating. Then you can reload that initial chor when you want to do something new in that set up.
  10. It involves adding a new chor action I think this one covers it http://www.hash.com/two/RCHolmen/shaggyanddoormp4b.mov
  11. Wow! You've been busy! That's a very impressive first time out. You have every right to be proud of that.
  12. make an action that keyframes that once and repeat the action in the chor.
  13. a bitmap with stars painted on it, used as a background rotoscope won't take much rendertime. Long ago someone modeled a star sphere that modeled the points of light with tiny patches so the camera could turn to any angle. http://www.hash.com/forums/index.php?s=&am...ost&p=67493 but the link is dead. maybe someone has the file.
  14. You mean you dont' see the wavy channel line? There are two buttons at the bottom of the PWS that choose the view mode. the one with red-green-blue lines turns on the channel view. the next one turns the red-dot keyframe view back on.
  15. Sort of. A typical A:M walk-cycle is really animated as if the character were stationary on a treadmill with the feet sliding backwards. The path constraint is what really moves him forward. it sounds like you understand the essentials now.
  16. you can keyframe "Active" on and off . In the properties for the model bone. But it will take keyframing to do it.
  17. Here's an example of using "ease" to vary the speed of a walk. WalkVary.mov look at the ease channel for the path constraint. Notice how it can make the character slow down, speed up and even walk backwards, all without changing the original walk cycle. The properly animated Walk cycle makes this work without foot slipping. In the second half you can see the effect of an additional chor action that has keyframes on the Hip bone only. Same walk cycle but the new Hip keyframes are "added" to the old motion to alter the character's stance. and here's the PRJ: WalkVary03.zip
  18. Restart A:M. Just curious, does it do this after every kind of render? Or only when you render to Quicktime? to TGA? to AVI?
  19. 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.
  20. can you show us a "with" and "without"? I didn't even know hair could take a displacement map.
  21. 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.
  22. 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.
  23. 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?
  24. 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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