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Hash, Inc. - Animation:Master

robcat2075

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Everything posted by robcat2075

  1. That sounds like you have it exactly backwards. "All filtered channels" will force keyframes on the bones you have currently selected even if it hadn't been keyframed before. This is something you ususally only want to do when you are trying to set a bunch of beginnning keyframes at once, at start of your work. This is not a problem if you only have one bone selected and have the single bone filter on. The trouble starts when you mistakenly turn on the "whole body" filter and force a key fram on "all filtered channels". EVERY bone inthemodel will get keyed whether you wanted it to or not even if it had not been keyed before (such as fan bones that you'd never want to keyframe). On the other hand with "ONLY IN FILTERED CHANNELS THAT PRE EXIST" you can have the "whole body " filter on and it will still only force a keyframe on all the bones you have intentionally keyframed already but no others. This is something you may often do to make sure that a pose you have in a certain frame is nailed down on every bone that you have been animating. The value of that is difficult to explain. There is no simple explanation that covers all the possibilities.
  2. This tut shows how to animate after using an action: http://www.hash.com/forums/index.php?s=&am...st&p=242421
  3. Quat should be the least troublesome of all the interpolations. I think some other problem is at work but without seeing the project it will be impossible to diagnose.
  4. That is something that has perplexed me about working with the squetch rig. I surmised these phantom keyframes had something to do with the switching, but didn't know if they were "needed" even if I hadn't made them myself. I've experimented with deleting them and so far, no disasters, but leaving them be seems to have no effect either.
  5. Ouch. Has anyone put in a request for an option to turn this keyframe forcing off? There's a lot of AM2001 characters out there. Fortunately the TSM rig doesn't seem to be affected, I suppose because it uses a percentage slider to choose IK-FK rather than an ON-OFF.
  6. By any chance is the "A" (Animate mode) button OFF?
  7. Does this mean old rigs are broken? Just ones that use ON/OFF poses?
  8. I'm looking forward to seeing your film. looks like lots of cool stuff is going into it. In this view, I'm having trouble figuring out how his left thigh is attached to his body. The body looks like it's too far on the other side of the saddle for the leg to be as far front as it looks to be.
  9. a few more notes abour importing models to A:M scroll down to second quote
  10. particle streaks are a good bet. Don't make them too long. I think that's what was used in Boids of a Feather
  11. There is presently a community project that is a feature length film...TWO (TinWoodman of Oz). And a few more... "Telepresence" (1997) and "Miss Cast Away" (2004) were live action with CG effects movies. I've seen them both. While not GREAT movies, the effects work are good examples of what very small crews with very small budgets can do. With other software it would never have gotten done at all. There's also a full CG feature called FarStar in production, no finish date announced. But really, if you're making a feature film, the software you use isn't your main worry. The toughest part is the humungous collection of people you need to get it all done. AM can import objects from other software, but only as props or converted to the AM model file. If it is converted, you would have to do a lot of cleaning up. AM is not a polygon-based application...the packages you list are polygon-based, so it's harder to go from or to them from AM. And just to amplify that... In A:M a "prop" is an imported object that you do not intend to "rig" or otherwise edit. You can put it in A:M scenes and move it around. If you need to change it in any way, you should do that in the program it originally came from and re-import it. If you convert a polygon model to A:M splines, some cleanup will be needed as most polygon models do not have well constructed meshes. Triangle based meshes are the worst, don't bother with them except as "props". Quad meshes that came from NURBS or SUB-D modelers have more promise, but a new user would need to understand essential A:M concepts like "spline continuity" and the proper use of unique A:M things like the 5-point patch to properly edit them. These models will not generally be ready to use after simply importing them and substantial editing skills will still be needed.
  12. no, hair will stay with the model. If is isn't, something was seriously not done right. post an example if you're having trouble.
  13. You may have to show us a movie of it happening to make it clearer what you mean. Generally, once particles are emitted they are independent of the model, rather like water spurting out of a hose. Once some water has left the hose, moving the hose won't change where that water went.
  14. If he's a good dog you should give him two eyes.
  15. Spiffy looking stuff!
  16. You might try resaving the model from V14 (to your hard drive, with a different name), then try using that copy instead. may or may not change things.
  17. If I understand what you're getting at... go into bones mode in your model window and click on the background to make the "black" bone appear. you can move it to any new location in the model.
  18. That isn't what the Help says to do. That's why you didn't get a hook. Search on "Hooks" in the Help. Really, really, really... read that section about hooks.
  19. Welcome to A:M! I'm sure there are A:M users in SD area but your best bet for convenient answers is probably this forum, even if you have to go to a different computer to log on and pose a question.
  20. One thing you'll want to do is use hooks in all those spots where a spline is dead-ennding into the middle of the side of an otherwise rectangular patch. Search HOOKS in the A:M Help for info
  21. Looks quite fearsome!
  22. robcat2075

    Rose

    just the germ of an idea... if you modeled one petal you might be able to use the duplicator wizard to to scale and spin it around to make the others? I haven't figured out how to make the wizard put the spin axis in the right place. But I'm sure it could be done.
  23. hat do you mean by "flare"... a lens flare?
  24. Looks good. What's the little edge around his ankles? Is he wearing tights on his legs but not on his feet?
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