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robcat2075

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Everything posted by robcat2075

  1. Are the bones in the model exactly mirror of each other? Did you have the Key whole model filter on?
  2. That's looking fine! What is the function of that long cord that runs back and forth along the side?
  3. 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.
  4. 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.
  5. 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.
  6. Thought about it, but it's like about #382 on the list of A:M things I have to get out of the way.
  7. Your PRJ doesn't include either the Rabbit model or the walk action (you'd have to embed them, it's in their properties) so we can't tell much from that. Most likely explanation: the rig used in making the action is not the same rig inthe rabbit you are using. They have to be the same rig for actions to work correctly. But if you want to make your own walks (you really do!) here are some tuts on the subject... GenericWalks-BlockingMP4.mov GenericWalks2-MP4.mov GenericWalk-Breakdown1_MP4.mov
  8. 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.
  9. 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
  10. 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?
  11. 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.
  12. 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.
  13. 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
  14. 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.
  15. 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.
  16. 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.
  17. And here's an alternate method using a bone. QuickmovingVase.mov Good luck with your class!
  18. The Newton Physics (search on the forum for info threads) simulates blocks. Dynamic constraints (there's a tech talk on them) can simulate chains.
  19. 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?
  20. 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.
  21. The file code for bones and nulls is very similar except that bones are called SEGMENTs and nulls are called NULLOBJECTs. I've found that I can turn a null into a bone by changing those XML tags. However, nulls also have one other property: UserMoved=TRUE which is inserted if the NULL has been moved from its default creation point. This would seem to be already apparent from the position information of the null, so I'm wondering what does this extra bit of info get us? Why is it needed? Name=Bone1 BoneColor=255 0 0 255 Start=-12.519 6.36753 -0.16241 Rotate=0.164182 -0.687782 0.686078 0.171162 Length=13.1039 Name=Null1 BoneColor=96 96 192 255 UserMoved=TRUE Start=4.7249 10.3045 -3.90896 Rotate=0.394994 -0.0342744 0.0544722 0.916425 Length=20.2844
  22. It's possible you are making a grid with the terrain plugin that is excessively large.
  23. My understanding is that the most current instructions are in a text file that comes in the most current rig download.
  24. It looks a bit rigid. Like a light within a solid container such as a candelaria.
  25. I can tell you that the squash is outta whack and there's something going wrong around the apex, but for crits you should post a quicktime .mov with frameburn so it can be examined more closely. There's no way to single frame through a youtube movie unfortunately.
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