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Hash, Inc. - Animation:Master

robcat2075

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Everything posted by robcat2075

  1. I guess I thought there was some sort of parent child thing involved. maybe not.
  2. Or possibly a material effector could be used for irregular area blending.
  3. those look like effective poses
  4. Just looking at that I'm wondering if his thigh bone originates too low in the hip area? maybe it's just the shadow.
  5. That's a very odd problem. I'd suggest posting a test PRJ with every essential element embedded that exhibits the problem and also state exactly what version you are using.
  6. If you'd like a more classic B&W lighting appearance put a light behind and somewhat above him to light his top edges. This is sometimes called a "rim light". The "rim light" in the default A:M lighting is completely misplaced.
  7. Hey I think I voted for that guy! You're B&W model would be more B&W if you didn't hit him with colored lights. Sure looks like he's got the default brown light on him.
  8. example bubble tga with alpha channel bubble.zip
  9. alpha channels. add an alpha channel in phtoshop to your decal to make the background transparent;
  10. for swirls you'd have to engineer something with a particle effect and maybe forces to mess it around a little. I think you can squash the dust effect but it's basically a semi-transparent ball.
  11. since the rooms don't affect each other you could make a decal that puts that lighting pattern on the floor and walls of each room. might have to leave lights on the ground floor for the spill, but the rest of them could be ambience map decals
  12. well, anyway.... I don't think there's a way for A:M to identify and store non-changing image elements from one frame to the next. I'm not aware of any compositing program that would. I don't think After effects even works that way. After effects will quickly skip thru frames if nothing has changed from one frame to the next, but if anything changes, even in a small corner of the screen, it rerenders the whole frame.
  13. That worked pretty well. He even makes a reflection in the picture behind him. I notice the shadow on the floor and the shadow on the wall don't quite connect. Are there different lights for each surface?
  14. I haven't looked at the PRJ but in a typical "hands on a table" situation you would use translate-to and orient-like constraints to fix the hands to the table. then animate the table to move as if it were being pushed and the hands will follow along. unconstrain the hands when you are done pushing.
  15. I like the montage with sound. That could be very trippy.
  16. Send the head in to www.hash.com/reports with an explanation of the problem and pics to illustrate it. Does the problem persist if you remove all the decals from the model? I recall having a similar problem where a part of a decal would show up on patches I had hidden to prevent them from getting stamped by the decal. Good looking character!
  17. It's a levitating bowling ball returner.
  18. The second body part needs a keyframe at the time it is supposed to start staying in place and another keyframe at the time it stops staying in place (aka the time it starts moving) One keyframe can only put a bone in place for one frame. You can copy that keyframe and paste it to a later time so the second one is exactly the same.
  19. maybe either. try a really small targa, just to see what happens. Maybe there's something non-standard/weird/corrupted about the image you are using. Try resaving it from a different paint program. Try importing an image from the A:M disk into a blank project, just to see what happens. Try dragging an image into A:M from a directory window. The weird thing is that you've been using the program for a while, but this problem just started recently. Something changed, we just don't know what.
  20. that suggests the image may be too big
  21. Hard to say. You were able to use A:M before and now you can't... Since A:M hasn't changed what else changed on your PC? If Help>Reset all doesn't help and uninstalling A:M and reinstalling doesn't help then I'd start hinking of something bigger like reinstalling the OS. But maybe someone knows more about exception 019.
  22. a cycle on a character on a path constraint will always adjust its rate so that it's feet don't slip (presuming the stride distance is set correctly). So , for example if you have a "run" that only has to cover 10 feet in one minute, it will go thru the run action very slowly. Use ease on the path constraint to reduce the time that the character spends covering the distance it is supposed to run. you can change a character's speed in mid path by keyframing ease values. you might set 0% ease at 00:00 and 50% ease at 06:00 and 100% ease at 08:00. The character will travel the frist half od the path in 6 seconds and the last half in 2 seconds.
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