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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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
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?
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.
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
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.
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.
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.