sprockets Man and flower Room with open light shining through window Perpendicular Normals gear brown shoe Purple Dinosaurs Yellow Duck
sprockets
Recent Posts | Unread Content | Previous Banner Topics
Jump to content
Hash, Inc. - Animation:Master

robcat2075

Hash Fellow
  • Posts

    28,184
  • Joined

  • Last visited

  • Days Won

    390

Everything posted by robcat2075

  1. 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
  2. That's a good looking cat!
  3. 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.
  4. 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)
  5. 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.
  6. -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.
  7. 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
  8. 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.
  9. 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.
  10. no, it wont' work on the current OS. Guess you'll have to figure out what went wrong on AM2001
  11. TAoA:M exercise 16 show how to make fire There's also a sample explosion project on the CD>Data>Projects>Particles
  12. 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.
  13. 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
  14. Those look sharp. Fine work!
  15. 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
  16. no. you'd have to shift your keyframes forward to get them into positive time
  17. 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)
  18. Good looking character! (from what I can see. It's a bit dark)
  19. First thing I notice... you have animate mode off. The "A" button at the upper right. Press it.
  20. That parts I bolded are parts that don't make sense in terms of describing A:M. For example, a "folder" in A:M doesn't show "framenumbers" (good or bad) so I don't know what you really mean or what you are actually looking at. Could you describe the problem more carefully?
  21. rotation limits are a constraint you apply in a pose window. make a new ON/Off pose. Select the bone, then NewConstraint>Euler limits
  22. Hey those are good looking toon renders. One suggestion I'd note is the skies in the background are maybe too flat. It makes them look too close to me. Maybe they need a cloud or a gradient or something to help distance them.
  23. Now that I look at the Bear some more, i think when running TSM Builder that the "biped" option should be selected for the front legs on the Quadruped page. Those would be jointed more like human arms and would be more like bear front legs.
  24. fuzzier:
  25. Looks great! I think the problem with the rainbow is the edges are too sharp. If it was fuzzier if might have a more glowing appearance.
×
×
  • Create New...