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Everything posted by robcat2075

  1. I'm still not sure what you regard as the problem. When I looked a Emit08.avi, the flame was slightly behind the rotation of the rocket. Is that what you wanted or didn't want? Did you want it to lag more or less?
  2. Here are some long numbers that can be used as tests for floating point formatting sq root of 2 1.4142356237309504880168872420969807856967187537694807317667973799 pi 3.141592653589793238462643383279502884197169399375105820974944592307816406286 Avogadro's number 602214141070409084099072
  3. That is a chin! Reminds me a bit of Patton from the side. I'm glad to hear you and your family are pulling through!
  4. the TSM2 plugins only operate in 32 bit A:M For me, v15 A:M is the last version that TSM2 works in. It appears to load and run in 32-bit v16, but it only works properly in v15. You only need to be in v15 when you use the plugins. You can save your model and do CP weighting or smartskinning in a later version. Remember there are 3 parts to TSM2 Builder. This makes the geometry bones. Do your fan-boning/smartskinning/CP weighting after Builder and save your work. Flipper. I don't use this. I use A:M's MirrorBone plugin (in later versions) instead, to mirror bones and weights. If i added any fan bones with constraints, I use MirrorConstraints to mirror those. Then save your work again. Rigger. This hides the geometry bones and adds constraints and controls. Save your work again. You don't have to use TSM2. If you prefer AM2001, that is OK.
  5. Remember, I said you have to use TSM2 in v15. It was compiled for v15. It wont' work in v11 or v17
  6. If you should try that, let me know if it works for you.
  7. It's in the rigging forum. To use it you will need to install v15 first, install TSM2 to v15, and use the TSM2 functions in v15. The character you rig will still be usable in later versions. You can run v15 with your current subscription The TSM2 installer includes a manual and intro tut.
  8. When I have some time, like if the world shuts down due to an epidemic or something, I'll try the whole 2001 Rig process from start to finish and see what happens. I've been using TSM2 forever, so i'm not highly familiar with the 2001Rig.
  9. When I try animating the stock Thom model, which seems to have this rig, it behaves as I expect... forearm rotation on Y only.
  10. Hmmm... my expectation of FK arms (which is what these arms are in by default) would be that the forearm should only turn on the Y axis because the elbow only turns on that plane. When any portion of the forearm rolls on the z axis it would be because it is is following z-axis rotation of the hand, but you would not manually turn the forearm itself on the z axis. And a forearm would never turn on the X axis. That is what I have come to expect of FK arms because that matches what our anatomy does. Is the 2001 rig supposed to do that? I'm not sure. Do we have any 2001 rig experts here?
  11. The zip has so much nested stuff in it can't figure out what to load and it doesn't have anything named "Virgil" in it. Is "Virgil" what we are wanting to fix?
  12. A code is good for one computer only. For a second computer you will need a second subscription.
  13. slight variation...
  14. Animated turbulence...
  15. Default projects for chapter 10 and 11 10 Integer types Pick out four different kinds of integers of the several available types. Use sizeof() to reveal how many bytes each one uses and use the system constants to find their MIN and MAX values in our compiler environment. As always, label your outputs. Example output... Integer Types Enter bytes of available RAM: 100 The size of an int is 4 bytes. 25 ints can fit in 100 bytes. The maximum value of an int is 2147483647 the minimum value of an int is -2147483648 The size of a short int is 2 bytes. 50 short ints can fit in 100 bytes. The maximum value of a short int is 32767 the minimum value of a short int is -32768 The size of a long int is 4 bytes. 25 long ints can fit in 100 bytes. The maximum value of a long int is 2147483647 the minimum value of a long int is -2147483648 The size of an unsigned long int is 4 bytes. 25 unsigned long ints can fit in 100 bytes. The maximum value of an unsigned long int is 4294967295 the minimum value of an unsigned long int is 0 11 Floating Point types Input or hard code a floating point number into your program and display it back out in default, fixed and scientific notation. Input or hard code a double floating point number and display it back out with different amounts of "precision" Extra... show how many bytes a float and double float occupy. Extra-extra... John Purcell doesn't explain how to turn off fixed and scientific notation. You'll have to look that up! As always, label your outputs. Example output... FLUN with FLOAT Enter a floating point number: 98.6 Number: 98.6 Number in fixed notation: 98.599998 Number in scientific notation: 9.860000e+01 Enter a double floating point number: 3.14159265358979323846 Number in 5 digits: 3.1416 Number in 10 digits: 3.141592654 Number in 15 digits: 3.14159265358979
  16. Streaks leave the emitter in the direction of the patch's surface normal, but if the the patch is turning the streaks that have been emitted will always appear to be lagging since they are continuing in the direction that the patch was facing rather than how it is facing on the current frame. If you need an absolutely rigid "flame" a volumetric light might work well. If you need a more specific shape you could model a series of nested flame shapes that are nearly transparent. I did this with the duplicator wizard. This is just 8 layers. More layers with higher transparency could be used for a smoother fade. RocketFlame01.prj If you need the flame to flicker both the volumetric light and the modeled version can have a turbulence moved through them to create a sense of motion. Ask if you have questions about that..
  17. He looks quite spiffy!
  18. I saw it as a beak. But fangs on a tongue would be even scarier, right?
  19. Looks like a fine deal. It is still on as of today so there's no reason not to grab it!
  20. I did some cumulus clouds with sprites a while back... https://forums.hash.com/topic/37326-cumulus-clouds/ https://forums.hash.com/topic/41565-cloud-fly-thru/
  21. That looks fabulous, Elm! I love the lighting, i love the animation, everything about it looks top-notch and on-target.
  22. that is Snap-to-surface Mode. Button looks like this ---> https://forums.hash.com/search/?q="snap to surface"&updated_after=any&sortby=relevancy
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