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Everything posted by robcat2075
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Much depends on where A, B, and C actually are. -it may just be the interpolation of the splines in the channels as they try to reach all three keyframes. -it may be that the CPs at one or more keyframes have acquired an exaggerated bias magnitude. This happens sometimes if keyframes have been moved on the timeline or a keyframe has been created between two preexisting keyframes. go to your PWS. select the bone. select the channel view of the timeline. select all the CPs. Hit keyboard 9, then 0 to knock some sense back into the CPs and set them to zero-slope.
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And you'll want to animate those monsters carefully too. No one likes a stiff floaty monster! Photorealism is an advanced topic in CG. Don't be discouraged if your initial attempts fall short of your expectations.
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If you want the rippling distortion the heat causes you could model a bumpy cylinder, make it all trasparent with a slight refraction of about 1.05 and aniamted that underneath your rocket nozzle.n
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Those are cute. "Angry Walk" is something I've been trying to do for one of my TWO shots also. Part of it, i think, is not to shove the hands forward quickly, but rather to pull them back quickly to accent the downward stomp. And then there is a certain timing to it that I'm finding very elusive to capture.
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After you drop the action on your character in the chor its gets a properties window that lets you set the crop range. Check that.
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And by "it", I mean the feature.
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btw, this feature is documented in the manual (aka Help) "Light Gels" I'm glad you're all doing well with it.
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you perused this thread? http://www.hash.com/forums/index.php?showtopic=29163 I believe if you turn on "Show more than drivers" for your object in the PWS you can make keyframes on the channel tha controls the particle emmitter's output. I think viscosity will be a big factor in how your fluid behaves.
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Can you export a still of a model to use as a graphic?
robcat2075 replied to Lucine's topic in New Users
In your render settings choose an image format such as targa or jpeg (not quicktime or AVI), and set your range to a single frame such as 00:00 to 00:00 -
That's not a bad girl voice, though. I've tried it myself for scratch soundtrack purposes and there is something elusive about it that is more than just "pitch".
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Overall that's pretty good and there are moments where it is quite convincing. There are moments where the illusion fails a bit. But with an animated character that looks like a girl I think most people would buy it. Much of it, however sounds like an older girl, a later teenage girl rather than a 10 year-old. There's a breathy quality that children have that is missing.
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I seem to recall a short that showed up here in one of the animation contests that had more slapping. Did I just imagine that?
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Have you tried Help>Help TOpics? do a search on "constraints" and there is an "about" for every one of them. testing them out on a couple of bones you made in a scratch model is useful too.
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report the non-conformity of the renders as an A:M report
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I'm sure there's a way, but you can open any of the models or chors or whatever else directly, they don't need to be in a library. File>Open in the menu.
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shapes? You mean models? I think you want this zip... ftp://ftp.hash.com/pub/misc/Data.zip
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you have multipass on? did you do the spec settings on a material or the whole object?
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TSM2 puts an html manual in the htx>TSM2>manual folder
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Squetch works in V13.
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The (free!) "Squetch" rig actually does have seamless IK FK switching both ways. Installing it is a bit involved however.
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You can do a somersault with IK legs. you just need to be careful to animate the feet to follow along as the body flips. For a quick motion like a flip you may need to keyframe the feet on every frame. I did this with all IK legs gymnast.mov When I load the Shaggy form my Yeti CD I see that going from IK to FK is seamless, but when I switch back the IK feet want to go back to where ever they were last keyed, which is understandable. Simple solution... after you switch back to IK, re pose the feet to where you want them to be. If your Shaggy is rigged wrong then something else might be wrong, but if you got him off the V13 CD it should be the same as mine. here's PRJ with the V13 shaggy and two chors that have him switching between Ik and FK. ShaggyFlip.zip "Flip" has him flipping. scrub it in skeletal mode to see switch happening shaggyflip.mov (that's quick animation, not polished animation ) "FK to IK" has: 00:00 Shaggy posed in IK 00:07 switched to FK 00:15 body moved. His FK feet follow of course. 00:21 switch back to IK. His feet go back to last keyed position 01:01 feet manually moved forward into correct position. I could have done this back at 00:21 so they would never jump back.
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Great looking creature!
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Faces are tough. 3-point patches are not always bad. it depends on how they were built. A CP should always have TWO splines crossing thru it like an X. Not two splines crossing plus one dead ending on it. If you see five lines heading into a CP, at least one of them is dead ending there and that will cause a crease. Here's a suggestion for remedying two of such instances using hooks (the yellow dots) and a five point patch ("5") Your basic strategy for the lay out of the face will cause you trouble, however. There is a face tut in TAoA:M that would do you well right now. Get to know that one. It's all about building concentric loops around the eyes and mouth. 5-pointers and hooks are used to blend those loops together as they merge into each other.
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Simple solution... don't keep saving over the same file. When you have some new work you like, save it with a ne version number. Old model looks promising. I bet the new one will be more so.
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try turning multipass ON or OFF