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Hash, Inc. - Animation:Master

robcat2075

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Everything posted by robcat2075

  1. post a rigged character here. the Thom will do
  2. the missing knee slider is a new one. Did this start when you switched to V14? to V14c? If you have v13 try doing your TSM in that. I've been doing TSM in that and my knee slider is still there. I get the string error but it goes away after a save and reload as largent suggested.
  3. Sounds ambitious, but sounds like a good story. that's practically a whole movie right there!
  4. I think that looks promising. I'm wondering how that lower eyelid will close, but you wont' know until you try rigging it.
  5. The advantage of importing something from AI is that you get the option of automatically adding bevels in the AI wizard. If you trace a rotoscope in A:M you can extrude it, but you'll have to add the bevels manually. Lots of apps can export .AI files. just make sure your creating actual vector art and not just an image file embedded in a .ai file. You'll really want to do the tuts in TAoA:M, those will answer most of your questions.
  6. First tip: put a meaningful topic on your posts. "Can anyone help me?" means nothing and most people will pass it by. ifyou have your picture in vector form (adobe Illustrator) you can import it and extrude it into 3d withthe AI wizard. If your picture isnt' in vector form, get it in vector form. Other wise you could import a picture and use it as a rotoscope to trace off of. But AI is easier.
  7. It looks pretty straight forward. It's just a bunch of spheres and ovals put together. You'll have to be more specific. What are you haveing trouble with? General "do this for me" requests probably wont' get you much.
  8. you really mean "mouth" right? Combining actions is tricky. you may have to re order the actions in your chor or change the blend mode in their properties. showing a screen capture of your PWS would tell us more.
  9. Make sure mirror mode is off.
  10. Close any other viewing windows you may have open except the chor you are trying to play. Sometimes A:M gets confused about the play range. Try saving, closing and reopening. You can set play range by right-clicking on the time markings at the top of the timeline window.
  11. I do have the face where I want it but I'll see if I can get it a little more rounded. On the other hand, if you are going to toon render it maybe this will get the right emd result. I don't know.
  12. That looks promising. I think the face may be a bit flattish, particularly that area around the mouth. Will the dress be a cloth simulation?
  13. Are there bevels on the corners of the major shapes? They look a bit severe.
  14. You'll have to be more specific. Having IK off and then keying the IK (the feet? the pose switch?) doesn't make sense. Twisted how? we can't tell. post screencaps. jpgs.
  15. are the lines between the bricks painted on or is that still a toonline effect?
  16. Congratulations on the successful gig! Good looking stuff.
  17. That's looking fine! What is the function of that long cord that runs back and forth along the side?
  18. The path constraint has an "Ease" property. you can set that to any value on any frame to make the character go to a certain place on the path. 0% is the beginning of the path and 100% is the end. It's also remotely possible your path is two splines that only appear to be one. Make sure that isn't the case first.
  19. that's a great tip, Caroline. One caveat ( i just discovered)... if you've assigned weights to the CPs you're wanting to copy and flip, the mesh you get after step 6 wont' have them anymore. You'll have to do it the old fashioned way.
  20. double click on the actions folder. choose a character. animate the action and save it. later on you can import that action back into your actions folder and drag it onto characters in the chor. the characters must use the saem rig as the one you made the action with. BTW, this is all covered in tut 5 in "The Art of A:M" booklet.
  21. Short answer... you use "hooks" (covered in TaoA:M booklet) to go from dense to light meshes. Have you done all the modeling exercises in TaoA:M? You'd have the answer to this question already. Probably just as easy to continue modeling the face to include a back of the head a non-A:M model? in a new model window righ-click>wizards>import. Most non-A:M models are poor candidates for importing, however.
  22. Copy/Flip/Attach tries to guess which axis you want to flip on. You can make it guess better by -group selecting your half model as usual -Hold down the shift Key -select a CP on the axis you want to flip on (if you have show bias handles on, it will be clear which one you have selected) -Copy/FLip/Attach
  23. Wow. Great looking shots! I'm eager to see what comes nest. edit: I just perused your site and it refers to a live action movie you did several year ago. Is that viewable online anywhere?
  24. It looks like you deleted half your model in order to do a copy/flip/attach. It's "normal" for those splines to be there after the delete, since A:M doesn't know you are about to do a copy/flip/attach. but in your case you don't want them so break them before you do copy/flip/attach.
  25. to help make good spline continuity use the Y key to extend one of the splines from the neck then you can attach the loose CP to the body.
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