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Hash, Inc. - Animation:Master

robcat2075

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Everything posted by robcat2075

  1. putting tom on a path: tomonpathmp4.mov
  2. congratulations on the gig! You're now a professional character animator.
  3. Welcome to A:M! The exercises in the manual are a great place to start.
  4. That looks cool. We had some tripod walk discussion here previously that may or may not be helpful... http://www.hash.com/forums/index.php?s=&am...st&p=173497
  5. That's a tough one! I can tell you that if that were an animation school exercise, several weeks would be spent on it, so we can hardly expect it to be perfect after the first few hours. It's good that you are animating again and this is a good start. Dhar and Ruscular are homing in on a good point, that you want to create poses that really suggest the forces at work... gravity, his legs, his arms, his back. Grabbing the box by the sides is the easiest to make a CG character do but would be ineffective for a real person. I'd recommend acting this manuver out with an actual heavy box and see what you really have to do to lift it. Better yet, get someone else to injure themselves while you watch. It just so happens that in another thread (post #64)we were discussing someone else's heavy lift and why it didn't look convincing. It has some similar issues.
  6. Here's a quick test of the squetchy cup notion. plungercup.mov This was done with a pose, moving the CPs. Just scaling one bone wouldn't get this If I had to animate quite a bit of this I'd probably want this done with bones and contstraints rather than a pose. What I have here doesn't accomodate the need to jump anywhere but straight up. I'l leave that to you to figure out!
  7. I think you could get a much smoother handle by using fewer spline rings. plungerhandle.mov
  8. If you did Objects>import>prop then it will not be editable. Is the object's icon in the PWS a blue cube or a "thom"?
  9. Most of the elements of a good hop are there. I think it is in the air too long and traveling too far for the energy that was in the initial jumping motion. A classic jump would have the character contacting the ground in a straight extended pose (much like it leaves the ground) and do the crouching down as overlapping motion only after hitting the ground. I like Paul's idea of squetching the rubber cup to provide the propulsion. that would be an interesting exercise, although the cup might not offer as much range of motion for jumping as the handle does.
  10. It looks like the bugs feet are not quite touching the ground.
  11. Hey , I remember that gumstick clip! That was fun. I suppose technically you can keyframe any bone anywhere you want, on any frame you want, so there's no reason you couldn't do a flip with the root bone. BUT... you're probably more likely to get the basic motion right doing it some other way, and then when you polish that basic motion, things will be easier to adjust.
  12. Basically the CPS are children of the bones, the bones are not children of the CPs. You CAN alter both simulanteously in bones mode. Pick a bone, hit S to scale it, hold down the CTRL key while you scale it and the mesh will transform with the bone. Also works for Rotate and Translate When you pick a bone you need to make sure it's a real geometry bone with CPs attached to it, and not a rig bone that merely controls other bones
  13. Yes, a back flip animated with the Root bone would be very stiff looking and probably awkward to do since it isn't anywhere near a character's center of gravity. If you switch the legs to FK they will follow the hips. If you're in IK legs, animate the hip or pelvis bone to do the flip and animate the legs to follow it around. flip done with IK legs: gymnast.mov
  14. It looks like a windsock that emits fairy dust.
  15. by design, A:M only considers bones for mirroring that either are labeled "left" or "right" (like arm and leg bones) or bones that are very close to x=0 (like spine and neck bones).
  16. Reminds me a little bit of Chuck Jones' "Inki" character. Minus the top-knot. Looking forward to seeing him animated.
  17. Wkipedia entry has two horse cycles as animated gifs http://en.wikipedia.org/wiki/Terrestrial_l...tion_in_animals General rule of quadruped walks... the rear foot hits right after the front foot lifts, Many times it will step right into where the front foot was placed. Edit: More Muybridge
  18. It looks good. Maybe the shadow areas look a little "flat"? I like the light casting shadows thru the leaves.
  19. One possibility is that your character's hip and pelvis bones aren't exactly on x=0 in the model. Make sure both origin and tip are centered.
  20. hey, their sample OBJ files actually look rather promising when imported. There would still be some editing to do but at least it's not all triangles.
  21. Facegen claims to export to OBJ. The OBJs it makes won't open in A:M? I've gotten OBJs before that kept pretty good quad continuity.
  22. I'm not sure why the hair would affect this. If your cycle is 30 frames long the probably is no 30 frames you can render and loop without a jump. The dynamic constraint is always working off of its position and motion in the previous frame and it's unlikely that, after a bunch of jiggling around, the position in frame 44 will be identical to the position in the frame before 15. Possible but unlikely. If you want to see the cycle three times you'd need to render 90 frames
  23. Don't turn the pose with the dynamic constraint ON in the walk cycle action. Delete the channel for it in the action. Turn it ON in the chor that you have the cycle repeating in. You will need to make that dynamic constraint in a separate pose from your other constraints. If you only render enough frames for one cycle and loop those, you'll always have a jump, because that is really jumping from one point in time to a previous point in time. You'll need to render several continuos cycles.
  24. A note from Noel says "Resolved: You should be able to test this in v14 beta 6 to be released soon. " give it a try when beta 6 comes out. I reported it in V13 because that was what I had.
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