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Everything posted by robcat2075
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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
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rough test of and idea and latest v14
robcat2075 replied to johnl3d's topic in Work In Progress / Sweatbox
It looks like a windsock that emits fairy dust. -
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).
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Reminds me a little bit of Chuck Jones' "Inki" character. Minus the top-knot. Looking forward to seeing him animated.
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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
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It looks good. Maybe the shadow areas look a little "flat"? I like the light casting shadows thru the leaves.
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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.
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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.
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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.
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very first model remesh for v12-Erica model
robcat2075 replied to ruscular's topic in Work In Progress / Sweatbox
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 -
very first model remesh for v12-Erica model
robcat2075 replied to ruscular's topic in Work In Progress / Sweatbox
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. -
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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In the properties for the path constraint, there is an item called "ease". set it to 0% at the start of your animation and set it to 100% at the time you want it to finish. If you look in the project workspace you will see this has created a "channel" for the ease. you can slide the 0% and 100% keframes around on the timeline to adjust the speed of the walk. You can even add more keyframes in the middle to make the walk speed up or slow down or reverse.
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IF.. the problem is that the key isn't on an even frame, you can do a right-click>snap to frames ON/OFF keframes (for poses) need to be selected individually, not on the timeline but in the vertical list in the PWS, to be deleted.
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The wife-beater shirt made me think this was a caricature of a middle-aged guy.
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I think he looks charming. Fine looking model! The proportions dont' bother me, I think much will depend on how you animate him. The hands may be too small for clear posing, but you'll find out either way.
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Mine has all of that, but mine is always drifting behind the motion of the cloth. I wonder why yours works so much better?
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Congratulations! (I was hoping it was going to turn out to be a sausage) You should have had it turn on at the end. Bing!
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Ok that works, thanks. Trying to make the constraint in a pose gets a crash in V13t. I've made an AMreport of that. Here's a test of a button on a "sleeve" via a path constraint made in the chor. sleevewithbuttonmp4.mov It seems to be lagging the mesh of the cloth. Unfortunately there's no negative lag possible to try to offset that. And the button isn't maintaining it's orientation to the surface of the cloth. But it's promising. THere may be work arounds.
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This is a great idea. I recall it used to be possible to select a spline on model as a path constraint target, but now I can only select a spline made in the chor with the path tool. What's gone wrong here?
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I was just wondering... how would you attach a non-flexible item like a button, or a medal to some cloth? It would be of low mass so it wouldn't need to affect the simulaiton of the cloth, but it would need to travel properly with the part of the cloth it was attached to. Is there some sort of spring system tool that does that? I know you're doing basic R&D now, but would hair be a better choice for a grass skirt?
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I just tested TSM2 with all the default settings in V13.0t. It still works. Make sure you installed TSM2 with the 2.07 installer There was a V13 version around o, p q or r that didn't work with TSM2. Has anyone tried it in V14?
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That's a pretty good composite. Get them to pick up that bicycle and ride it. Aliens are irresistably drawn to bicycles.
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Can groups of keyframes be duped and moved?
robcat2075 replied to Kelley's topic in Work In Progress / Sweatbox
I'm saying (and Ken too) that deleting stuff in an "Action" (by that I mean an official A:M Action, which is an animation separate from a "Choreography") is so quick that preselecting part of some animation in a chor is not an issue. You can CTRL-select multiple channels in your Action timeline and delete what you don't want in one step. You can also delete unwanted frames from before or after the part you want and slide what is left to 00:00 if you wish. -
Can groups of keyframes be duped and moved?
robcat2075 replied to Kelley's topic in Work In Progress / Sweatbox
I haven't scoped out your question completely but you could save the chor action to an "action" then delete the channels you don't want in the "action"