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Hash, Inc. - Animation:Master

robcat2075

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Everything posted by robcat2075

  1. 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.
  2. 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.
  3. 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?
  4. Are there bevels on the corners of the major shapes? They look a bit severe.
  5. 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.
  6. are the lines between the bricks painted on or is that still a toonline effect?
  7. Congratulations on the successful gig! Good looking stuff.
  8. That's looking fine! What is the function of that long cord that runs back and forth along the side?
  9. 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.
  10. 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.
  11. 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.
  12. 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.
  13. 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
  14. 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?
  15. 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.
  16. 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.
  17. 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
  18. 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.
  19. 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.
  20. 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.
  21. And here's an alternate method using a bone. QuickmovingVase.mov Good luck with your class!
  22. The Newton Physics (search on the forum for info threads) simulates blocks. Dynamic constraints (there's a tech talk on them) can simulate chains.
  23. 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?
  24. 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.
  25. It's possible you are making a grid with the terrain plugin that is excessively large.
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