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Hash, Inc. - Animation:Master

robcat2075

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Everything posted by robcat2075

  1. 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.
  2. 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
  3. Those look sharp. Fine work!
  4. 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
  5. no. you'd have to shift your keyframes forward to get them into positive time
  6. 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)
  7. Good looking character! (from what I can see. It's a bit dark)
  8. First thing I notice... you have animate mode off. The "A" button at the upper right. Press it.
  9. 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?
  10. rotation limits are a constraint you apply in a pose window. make a new ON/Off pose. Select the bone, then NewConstraint>Euler limits
  11. 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.
  12. 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.
  13. fuzzier:
  14. 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.
  15. Good looking model. One thing those shapes need to be more realistic is "bevels" Yves has a good tut on them. http://www.ypoart.com/tutorials/bevels/index.php
  16. i forgot... 7 - now you can drag this model into a chor and animate with the visible bones. If the mesh doesn't move with the visible bones, select the model in the chor and look at its properties window. User Property "TSM Constraints" should be ON. It should already be on since you saved teh model with it ON in step 6
  17. 1 - load BEARMODEL_11backlegfixed.mdl. it has the CPS assigned the way I left them but hasn't had Rigger run yet. You could change CP assignments here if you wanted to but for now, dont' do anything, go to step 2 2 - rightclick in the modeling window>Plugins>wizards>TSM Rigger 3 - a window will come up with a list of systems you could choose to rig or not rig if you wanted to. Leave them. just click "Rig" 4 - TSM Rigger will do it's thing and leave a set of bones visible like the one in the movie. 5 - in the properties window for the model turn on User Property "TSM COnstraints" 6 - save this model under a new name. I really , really, really... 1000x really... recommend you go thru the instructions that are installed in your TSM folder to learn how to rig their sample biped character so you understand the TSM workflow. Trying to do a quadruped when you haven't done a biped is asking to get off on the wrong track.
  18. Now this is NOT a great job of CP assigning I've done. This is just the quickest and dirtiest and fastest to get something moving. I haven't really studied the TSM quadruped rigs so I'm not entirely sure about best practices with them. That said, here's a quickie: BearStandsUp.mov the bones you see in that mov are the bones TSM makes visible after you run Rigger. They are NOT the bones you attached CPs to after you ran Builder and Flipper. Those are hidden and controlled by the visible bones. If you want to fine tune the CP assigning, use the BEARMODEL_11backlegfixed.mdl in the attached zip and then run TSM rigger on that to get a rigged model. SpleenBear.zip I changed one TSM option from what you had chosen originally: I chose the "short neck" instead of the "IK neck"
  19. TSM Builder puts in one side of the "Geometry bones". you position those to fit your model (and dont' delete any) TSM FLipper copies those and to make the other side TSM Rigger hides all of the above and adds bones you actually animate with. hold on .... I'm looking at the bear right now
  20. I'm looking at it right now. There are no constraints so I know that TSM Rigger hasn't been run yet
  21. Yes TSM is your most likely bet for doing a quadruped. I recommend you rig your crazy man character with TSM first so you get a feel of the TSM workflow.
  22. with an animated bitmap tube.mov with a material. Not sure why it shadows so weirdly. tubemat.mov the PRJ tubetest.zip
  23. those look good!
  24. $79 gets you A:M for one year. After that year, you would need to buy another $79 subscription for another year.
  25. If you somhow implied "moonlight" you could have fairly distinct shadows. Bluer light will help suggest night.
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