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robcat2075

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Everything posted by robcat2075

  1. a "String" is a piece of text. save your character. restart A:M and reload the character and the strings errors will be gone. one will remain that says "Error Loading String: 5002" plus one more digit. That would just say "relationship" plus a number for the relationship but the rig still works normally even with the string error. 1) of course, you attached CPs to the bones that TSM Builder made 2)after TSM Rigger, turn "TSM constraints" ON in your pose folder
  2. btw... some tuts on basic walk animating... http://www.hash.com/forums/index.php?s=&am...st&p=258588
  3. This is an interesting topic. A walk is a controlled fall onto each succeeding foot, so walks of different speeds would need to be animated differently to keep that falling appear right. And also a stroll and a fast walk have different appearances in body posture and the way the weight shifts from one foot to the other. But technically, you can take a walk you have animated and reuse it at different speeds. The farther you get from the original speed the odder it will look. the path constraint has an "ease" property the you can keyframe to decide how far along the path the model is at any time. If the walk cycle is constructed properly A:M will add or remove frames to keep the feet moving at about the right pace vs. the ground. your walk action has a repeat value you can set in its properties in the chor.
  4. You're probably right... something is messed up, but it's hard to diagnose from a pic. If you're on a PC how about rigging with TSM2? It's better than AM2001 , it's easier, and it's free. Look for the download in the Rigging forum.
  5. "Light Lists" limit the light from a light to particular objects in a scene. You might use that to selectively light things. This is very situation specific and may or may not help in your case.
  6. Rendering to EXR format enables separate buffers for shadows and lights and almost anything you'd want to separate. It is possible to manipulate the mix of these buffers in an A:M EXR "composition" (I can't explain it all here, I'm just sayin' it's out there) A more convenient way to use these buffers is in a compositing app such as After Effects that can read EXR files and their various buffers. This is advanced VFX stuff. It's great that A:M supports it, it just needs some more documentation to make it accessible to more A:M users.
  7. I second that. But nice hands otherwise.
  8. Lotta good looking models there! the rabbit run would need some rethinking if he's really going to move that fast, but for a camera test it gets teh job done.
  9. select the splines and in the properties for the group set "render as lines" ON
  10. This hypothetical program could probably insert the Apply before action tag beforeaction=true as well.
  11. I think the macro or diff/merge solutions are going to be too case specific and you're going to spend too much time on them. I would say table this until we have time to write a little program that covers all situations.
  12. that's a lot of nulls. A dedicated textprocessing app is the most likely solution. We just need to find someone with some free time to write it. I can't get to it for a couple months What's the moving of bones for?
  13. It is possible to apply a decal from the camera view in the chor, so possibly you could apply decals to a mesh that has been distorted. The fade-in/fade-out is something you'd have to achieve by editing the channels for the decal after the fact in the PWS. I forget the exact workflow for applying decals from the camera view. THere has been a discussion of it on the forum several years ago. Look for "camera mapping"
  14. Since you can click and drag on those number boxes to rotate a group, I think those should be displaying updated numbers as you rotate. report that as a bug to AMreports. I dont' have V15 yet so I can't test to see it it is fixed in V15.
  15. Look in the Project Workspace. THere's an "eye" icon for each model in your chor. you can turn it off to hide a model.
  16. Good news and bad news.... the good news is Rigger ran fine for me. I sent you a link to the rigged model. you can edit you post above to take your link out. the bad news is I don't know why it didn't run for you. You're on V15 andI'm on v13 but other people have used V15 with success. when you have time you might try running rigger with everything set to "dont' rig" except "spine" and see if it still crashes. If it doesn't try adding a few more body aprts until you find the one that crashes. if it does crash with "spine" on try a different body part and see if it still crashes. you can at least find out if it's Rigger itself or a specific body part that is the problem. I've only crashed Rigger when I've been writing my own TSM scripts and mispelled a bone name. But I presume you aren't doing that. Have you added any other 3rd party plugins to hxt?
  17. Yup, as noted earlier in this thread Panther is the last Mac version TSM2 worked on. Hopefully someday someone will acquire the code for TSM2 and update it for current MacOS
  18. Here's my alternate script for the thumb. go back to the version of your character you saved before you ran Rigger and run Rigger on it with this script in the scripts folder. advthumb.txt However, I loaded up the ogre and those fingers work. You turn on the rotate manipulator on the last bone and you turn the blue ring to bend the last joint.
  19. The one example of an "advanced Property" I see enabled in TSM2 is "with lag". I guess you tried "with apply before action" and got nothing? It probably isn't in there if they didn't need it for TSM2.
  20. I have no idea what that is, but good luck with it! TSM2 (now free) has many options for strange, oddly configured creatures.
  21. I didn't say it was easy, i just said that was the ideal. Maybe someone found a killer action done in AM2001 that they wanted to use with a character they had boned in TSM. If the scripts used the same components. I'm just brainstorming here. Who knows what crazy stuff pepple will do if you make something possible. TSM FLipper won't flip CP assignments, but perhaps Stephen Gross' Mirrorbone can be used instead.
  22. I've never installed AM2001 since TSM did everthing AM2001 did and more. Well, if your changing the component bone names then anything goes as far as adding bones to the components. My reason for finding a pure scripting solution was so that AM2001 could be installed on the same geometry bones that you would put in for TSM2. Bone your model once and rig it with different rigs with different scripts. The scripts would create control bones that looked like AM2001 control bones to the animator but they'd be driving TSM2 geometry bones. Transparent to the user.
  23. I thought you were doing squetch. I didn't know AM2001 could even be installed in anything other than a T pose. Ok, add a dummy hidden bone to the arm component that is pointing straight out. The user never moves it, never attaches anything to it, but scripts can reference it for any straight out orientation needed. If some one runs a script that is not AM2001 the bone will be ignored. There may still be a pure scripting solution.
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