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Hash, Inc. - Animation:Master

robcat2075

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Everything posted by robcat2075

  1. lets say your cycle is 0-20 frames long. make sure 0 and 20 are keyframed the same adjust the crop range of the action (look in the properties window after you put it in the chor) to only play 0-19
  2. Perhaps a few too many black title screens for my taste, but I presume that won't be typical of the finished movie. Will this be a feature length movie or a series? Good luck! We'll look forward to updates.
  3. The thing about 5 pointers is to avoid putting them where they will be very thin or very curved. Use 4 pointers for that then use 5 pointers to lead into those areas.
  4. I'm thinking a mouth that is modeled into his shell rather than placed on the surface might be something to look into. It would get away from the Killer Bean look and be more like a smooth-shelled egg.
  5. And here's an alternate method using a bone. QuickmovingVase.mov Good luck with your class!
  6. The Newton Physics (search on the forum for info threads) simulates blocks. Dynamic constraints (there's a tech talk on them) can simulate chains.
  7. i think some "streak" particles would be a good starting point. But there's a lot of sand in those movies. Can you describe the particular effect you're trying for?
  8. you need to transfer the transparency info to the alpha channel BEFORE you solidify, but I dont' know enbough about PSPro to give you exact equivalents or know if it even does the same thing as photoshop.
  9. It's possible you are making a grid with the terrain plugin that is excessively large.
  10. My understanding is that the most current instructions are in a text file that comes in the most current rig download.
  11. It looks a bit rigid. Like a light within a solid container such as a candelaria.
  12. I can tell you that the squash is outta whack and there's something going wrong around the apex, but for crits you should post a quicktime .mov with frameburn so it can be examined more closely. There's no way to single frame through a youtube movie unfortunately.
  13. http://www.hash.com/forums/index.php?s=&am...st&p=265900
  14. For the moment I'll presume the head turnig is because I incorrectly set the compensates to 0 however... This step doesn't say what enforcement level to reset at: 100? 0? both? something else? the next one does explicitly say what levels to do: So, I'd conclude there is something different about the two but I don't know what exactly is wanted in the first one. Are compensates ALWAYS reset at both 0 and 100 even when the instruction don't say so?
  15. I'm working thru the directions that come withthe squetch rig... First question, when you say "reset the compensates", you really mean rightclick>"set to default", right? 0, 0, 0 ? Presuming that... when I complete the step at the end of "1": Is it normal for the head to be facing backwards at 100% and forward at 0%?
  16. No. If they want to use an A:M model in another program it will need to be rigged in that program. Aside from bone placement, CP weighting and constraints would all have to be translated somehow. And there is nothing like Smartskin in other Apps, i believe.
  17. Does the set of installation instructions that start in this thread apply to the latest version of the squetch rig found in this post: http://www.hash.com/forums/index.php?s=&am...st&p=268012 also, where is the install rig plugin that is mentioned at the end, or has that been superceded by some other workflow? Is it the same as the one in this post?: http://www.hash.com/forums/index.php?s=&am...st&p=231403 Edit: wait, i found the plug in in the zip.
  18. If you keep them small you can attach MOVs to these posts. Small meaning a few megs or less. Also, AOL gives you a bit of webspace with your account.
  19. I know nothing of the story behind it but that's an interesting gizmo you got there.
  20. Attach all the mesh to the rotation bone. then make the rotation bone a child of the base bone. Hit S to enable the scale manipulator
  21. 3-5 minutes? you're doing good. Real movies can take hours per frame. complicated material will take longer than decals because they have a lot of math going on. I think V15 has the option to bake a material into a decal with the same appearance. You could try that. I haven't done it so I can't tell you further.
  22. You may have to show us before and after pics. make sure your pics are JPGs so they load fast. when you're making a reply to a thread, click the "browse" button at the lower right corner to pick one of them. I bet you can guess what the "UPLOAD" button is for after you do that. you can do this multiple times to put more than one pic in a post.
  23. First I'd make sure they know what they are talking about. What res do they want? And why? Is this for a still or an animation? I think the old "Eggslice" utility was able to divide up one high-res image into several different renders. If you had remote access to several computers (and got them to buy a license for each one... tell them it's only $49 per computer!) you might manage a large progect that way. But A:M does not by itself do true parallel computing, but the multiple instance technique does well in its place. I don't know if the webrender made for TWO is publicly avaialble. Tell them it does something better than grid computing... it does "multiple instance" computing.
  24. I don't believe there is a wizards folder anymore. Most plugins now go into the hxt folder. A .hwz file probably wont work with current versions of A:M but here is a page of plugins that will: http://www.sgross.com/plugins/ Exchanging files with Bryce or Poser is unlikely. they woudl need to be in a common format like OBJ, but even with that they are probably not well laid out or too dense for use in A:M. Try it. No promises.
  25. (sorry for pasting this but I dont' know how to reply to a comment on my profile) I believe it is almost certainly a graphics card memory problem. Have you updated the drivers?
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