-
Posts
28,052 -
Joined
-
Last visited
-
Days Won
360
Content Type
Profiles
Forums
Events
Everything posted by robcat2075
-
If Joan Crawfrod were alive I bet she'd be doing a live action movie like this. Big shoulder pads and thin waist. That looks like a good start. Making the petticoat (?) look ruffly wil be tough. The shoulder pads look a bit lumpy. But I don't know the character well.
-
Particles and alpha channels and transparencies
robcat2075 replied to Rampage0007's topic in New Users
post a targa with alpha channel showing the problem. You might have to render the streaks and wall separately. -
Wouldn't it be cool if there were a plug-in that could create any rig? TSM2, Squetch, COGS, AM2001... whatever? And face rigs too? And you could even mix parts from different rigs? Like the spine from TSM2 and the arms from Squetch? And you'd never have to reset a compensate? That would be cool, wouldn't it?
-
Dragging the tip will scale the bone without scaling it's children, however it's easy to get the bone off perfect XYZ alignment that way. In the Model bone's Properties you can change its "Length" which will scale it safely and retain its original orientation.
-
I got this e-mail today from Anzovin Studio This is wonderful news. Thank you Anzovins! Installation package with kee Code TSM2W_107.zip The manual is in your AM/hxt/TSM folder Tutorial video: Live Answer Time for September 5, 2020 is a beginning-to-end demonstration of the TSM2 rigging process AM version downdate: TSM2 still works in AM v15 which you can install and run with your current subscription license. The models you rig in v15 can still be loaded and used in any later version of A:M Get the v15 installer from thread v15.0j+ (For Use with The Setup Machine 2) Run the v15 installer. Accept its default install location which should look like C:\Program Files (x86)\Hash Inc\V15.0 Copy the master0.lic file from the install folder of your current A:M version to the V15.0 folder. V15 should run now without further key codes. Run the TSM2 installer. Change its default install location to your v15 folder Neck Update: Recently (2019) I have found that, when the TSM Rigger plugin is run, TSM2 no longer recognizes the default neck and head bones as the "neck" system it can rig and list among the other systems listed in the Rigger dialog box. I don't know why that is. TSM2 hasn't changed in 2019 and neither has AM v15. This happens on my computer but not everyone's. If "neck" doesn't appear in TSM Rigger you can use this work-around. If "neck" does appear in TSM Rigger you don't need this work-around. Update Update: on my new computer, the above neck problem no longer occurs and the workaround below is not necessary Workaround: Download this new script spine_and_neck.txt In the folder V15.0>HXT>TSM2>scripts rename neck.txt to neck_orig.txt In the folder V15.0>HXT>TSM2>scripts rename spine.txt to spine_orig.txt Copy spine_and_neck.txt to V15.0>HXT>TSM2>scripts Rename spine_and_neck.txt to spine.txt This replacement spine.txt script now includes tasks that the neck.txt script used to do. This is for default necks only. If you have used one of the other TSM2 neck options you will need to restore the original spine.txt Anzovin Studio is releasing TSM2 as freeware since they are no longer able to devote time and resources to supporting or maintaining it. Send them your thanks, but please don't send them questions or bug reports. Remember that the Mac version was not updated to the latest OSX so it may not work for many Mac users. "Panther" is the last OSX version that TSM2 works on
-
Suspension with steering constraint set up
robcat2075 replied to pleavens's topic in Work In Progress / Sweatbox
Send him a PM, he still visits the forum. -
Hoo-ray! That's a decent looking fish.
-
Looks cool! I like #2 best. I like the darker toon-lines. You might even make them thicker. That looks best in the still. I dont' know if that would hold true in animation, but based on what I see... #2 I dont think the "hair" beard in #4 fits the graphic look of the rest of his body. edit: I guess the lines look a little too thin in the #2 closeup, but maybe too thick in the #2 long shot.
-
You won't catch me on on one of those crazy things. My diving is limited to having to take one leap off the 10-meter platform to fulfill a graduation requirement in college. Here's a dive I did 4 years ago. Now that i look at it again it's a bit light on the feet. http://www.brilliantisland.com/am/dive20.mov
-
Save the chor, delete it and re-load it.
-
reading your new description I still don't think an expression is needed. Basically, you want to keyframe the position of some materials over time. I'm not sure you even need a pose slider. "Show more than drivers" for your model in the chor and you can set keyframes for any XYZ value for any material applied to your model. I ain't saying it's immediately intuitive and obvious... but it can be done
-
here's a vase with a 0-100 pose slider that changes the color from 255,0,0 to 0,255,0 colorshifting_vase.zip -i made a vase - i made a group for the top -i made a new percentage pose for the model - in the temporary "action" that shows up in the PWS while I'm editing the pose I enabled "show more than drivers" and selected the group to make it's properties show up inthe prop window - now i can set particular RBG values (or any other property)for any position of the pose slider doing "Show more than drivers" in that phantom Action is the key to making these non-obvious, non-bone related sliders
-
Wait a sec, I might be wrong about that "any other property" stuff.... I'm testing it ...
-
Without fully understanding what your desired result is , I'll just say that you shouldn't have to use an "expression" to make a pose slider control a color value. the +-100% settings on a pose slider can represent/control any value on another property. btw, +-100% aren't the limits of pose slider values. the right-click "Settings" allow you to enter any number for the limits.
-
It's a promising start. As you refine the character's rig you will find it easier to get good results. Jack-knife dives are very difficult to animate because the body's center of gravity changes quite a bit as it bends and a CG character is not rigged to automatically simulate that. Two things to look out for as you go forward... once he jumps, he can't stop suddenly and pause in mid-air... he should make a continuous smooth arc, and once he starts falling he will accelerate rather than move down at a constant speed. your daughter pulled the plug?
-
all you have to do is rename ____.txt to ____.mdl In IE (and maybe other browsers) you can change the save as file type drop down menu from "text files" to "all Files" and it will save as what ever it was supposed to be.
-
YOu'll want to show a wire frame too, but i see spots where you've got more than 2 splines goin thru a CP. There are keyboard shortcuts to restrict Bezier handle motion, Someone will pop in with a link. I find it easier to click-drag the gamma and magna values in the properties window.
-
They do quite a bit the same thing, however, the PWS shows all items you have revealed by expanding their folder. The "Timeline" only shows what you have clicked on and selected. This is useful when you want to work with a few bones that are not near each other on the PWS. For example "left hand", "right hand" and "torso" might have many bones between them inthe PWS, but if you shift-select them they will show up in the Timeline without other distractions and making it easy to see the relative position of keyframes they have. Hit the Tack button and they will stay in the TImeline even if you should temporarily select some other bone. Timeline can even selectively show the x.rotate channel from one bone and the z.translate from another. Yes, I've actually had a reason to do that once. I'll repeat something I've said before... the PWS needs lots of space to be useful. Scrolling around a PWS the only gets a sliver of the screen just about hopeless. getting a second monitor to put the PWS on was the single most productivity enhancing thing I ever got for A:M. Used monitors are cheap these days. Graphics cards that drive two monitors are cheap too. Even some laptops can drive an extra screen now. If you absolutely can't get a second monitor, undock PWS, stretch it to full screen and use the keyboard shortcut to toggle it on and off when you need it.
-
If the CPs aren't sticking to the bones you missed something. You dont' mention that you tested it in an "action" (putting it in a choreography will work too). FlowerPower mentions this at the bottom of the page "Assigning control point to bones" and just before it discusses Smartskin. The CPs won't stick to the bones in the modeling window, because if they did it would be impossible to change the position of a bone in relation to the mesh without haveing to reassign them to some other bone first.
-
The slow down these windows cause is due to them needing to be drawn and redrawn. When the cursor reaches the right edge the whole window needs to be shifted (redrawn) to the left to continue tracking the cursor. That redrawing takes time. If you've closed the PWS and closed the "Timeline" then those are not being redrawn anymore and are not what is slowing you down.
-
I call the right pane of the PWS a "timeline". Easily confused with the window that is called the "Timeline" They both exhibit timeline-like behavior and both can be toggled to show either red dot keyframes or channel curves. There don't seem to be clear terms for these however. on my computer I find that if either the PWS timeline or the "Timeline" has to scroll as time advances you get a slowdown. You can Shift-Z the timeline to eliminate the need to scroll. Channel curve view of more than one bone seems to have a penalty even if it doesn't have to scroll.
-
Who said that? Who said to use "deformers"?
-
Welcome to A:M! "deformers' isn't really a term in A:M "Bones" do the deforming in A:M. I bet you haven't done the tuts in "the Art of A:M" yet. Those will answer many questions a new user will have. Ex 9 (Flower Power) shows how to add bones to a model.
-
A:M doesn' t make animated gifs. However there are many apps out there (search the web) that make animted gifs from files you imported from another app. Typically you would render to QT or a targa series and the other app would use that to make the gif.
-
When the Timeline or PWS timeline window has to scroll itself that will definitely slow down playback. And channel view will slow down more than keyframe view. (more curvy lines to draw)