sprockets Learn to keyframe animate chains of bones. Gerald's 2024 Advent Calendar! The Snowman is coming! Realistic head model by Dan Skelton Vintage character and mo-cap animation by Joe Williamsen Character animation exercise by Steve Shelton an Animated Puppet Parody by Mark R. Largent Sprite Explosion Effect with PRJ included from johnL3D
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Hash, Inc. - Animation:Master

robcat2075

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Everything posted by robcat2075

  1. Looks Good. hmmm... You should model to be in the commercial. I remember him hawking something called "Liberace's Easy Note Song Book" back in the 80's. It had colors and everything. Maybe he was just ahead of his time.
  2. I've never had a "swap" like that happen to me. Is mirror mode off?? That shouldn't affect bones anyway. It's weird this is happening on the feet and not on other right-left bones. Did this happen to you with 11.1? you can have v11.1 and v12 installed simultaneously, they sit in different folders by default. ftp://ftp.hash.com/pub/updates/ has all the last versions of every version. I presume 12w is in there although I'm not sure whether it is AM2006 or AM2005. trial and error should find it. Perhaps someone else here knows exactly which file it is.
  3. If you do New>light in your model window you wont' need to use constraints. Make the light a child of a bone in your model. ALT-1 will make the PWS appear. you can look at the heirarchy of your bones there under the listing for your model. drag the light under any bone to make it a child of that bone.
  4. Actually there is a 12.0w, that's what I have but I doubt that is the problem. I'm not sure what you mean by "swapping" bones... a "right" bone shows up in the left leg? Is it possible you hit the rear view when you thought you were hitting the front view? Thom would look the same in both views. But i opened the model. many foot CPs were assigned to the opposite foot bone. I fixed that. MyBonelessThomRepaired.zip I put him in an action. It seems to behave normally.
  5. Yup, get those bad patches out of your system.
  6. Great looking character! That would have been a good Mini-moive entry.
  7. ifyou just hook three splines end to end, they will form one spline. the CPs athe corners of a patch really should be made from the intersection of two splines. Does anyone know where the pic Colin Freeman made of good and band spline continuity is? That would make it very clear.
  8. patches must be made from more than one spline. A single spline looping around 3 or four points will not fill in. in complex models an opening may appear to be made of two different splines, but it's really one long spline doubling back on itself. That won't fill in either. The patches you are making there will probably get creases but that's another issue.
  9. A:M files are XML formatted text files, so presuming you made keyframes of your camera positions, you could look at a saved chor file and discern some numbers if there was a reason to do so. Much easier to just reload the chor, however.
  10. it may be in a codec that A:M doesn't work with. Use an NLE or Quicktime Pro to convert it to a targa series. THose work much better.
  11. I'm looking forward to it too. I recall Martin mentioning a while ago that Peter had moved to take a new job. Maybe that has sidelined this.
  12. Sounds great. I presume that character is a Hasbro product?
  13. "Basic" turns onthe rigs constraints. you want that on. btw... turn off the "balance rigid" and "balance" and "Steady" stuff before you animate anything. They are more hassle than they are worth.
  14. one odd thing i notice about the walk is that the hips stop moving forward and drop straight down on the contact poses (when the heel first contacts the ground). Also the swinging of the arm carrying the radio is very erratic. An arm carrying a heavy weight like that would only move a little as the person was walking.
  15. Good start. Move the camera to show him in a 3/4 pose and it will read better, especially with his long beak.
  16. I believe you can right click in the model window and do New>light. I think you'll need to be in bones mode to see it.
  17. Hey that looks promising. What will it take to track the eyelids and eye direction?
  18. in the project workspace>your model>bones you can drag the listing for one bone onto another bone to make it a child of the other bone.
  19. If it's a shiny metal object I think it will need more of an environment to reflect in its surface. But that will be tough in a very dark scene.
  20. That's a fine looking character. When you animate him you may find something that's awkward. save versions so you can retrace your steps and change things easily.
  21. have other (smaller) decals worked? It's possible your graphics card doesn't have enough memory. try rebooting to clear it up. Also try switching OpenGL
  22. hey, don't miss the Stereoscopic AniJam (anaglyphic version)
  23. It also occurs to me that V11 had a somewhat confusing way of choosing between the render settings you made in the preferences tab and the render settings you made on the camera. It's possible you are setting one and unknowingly rendering with the other.
  24. The deeply colored version is what "Pure" is supposed to be, but if "gray" isn't getting you a more conventionally colored anaglyph something is wrong. V11 wasn't written for vista but I doubt that's the trouble. V11.0 was dropped pretty quickly for V11.1, but I'm not sure either one ran on the Yeti disk. My 11.1 runs on the Orangutang disk. different thing to try: -help>reset all -uninstalling and reinstalling. -try v11.1, available on upgrade server. as a workaround you could render to "cross-eye" and combine the separate images in Photoshop as you are accustomed to.
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