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Everything posted by robcat2075
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damn i thought we did this already... first make sure the "left" and "right" bones in your model are absolutely symmetrical and that spine bones are at exact center. (x=0)
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example of using fanbones to rig an eye lid [attachmentid=18218] I only "animate" one bone, the others follow it becasue of constraints I created inthe model. You'll want to learn more about fan bones and constraints. eyelidbones.mov
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Simple rule: if you want a bone to be in a place for a certain length of time, you need a key at the start of that time and at the end of that time. want to force a key(s) without nudging? [attachmentid=18215] 1- CTRL-select any bones you want to key 2- they will show up inthe PWS timeline 3- select the filters for the kind of keys you want. (probably just translate and rotate for now) 4-select the key bone filter (even though this was meant for single bones , it works for simultaneous selctions too) 5- SHIFT-press the Force Keyfram button (the shift part is important) you get this dialog box [attachmentid=18216] 6) select "In all filtered channels" (this is powerful, this is why you did the filter selection in step 3) 7- Hit OK [attachmentid=18217] 8 keys are created in the PWS timeline for all the channel you wanted and no others. Mission accomplished! Nudging will create keys too, but only one parameter at a time. And there's no way to "nudge" for some of the other parameters that the other filters cover.
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Zip and post the prj with the non-working pastes and some one will probably look at it. embed all the models before you save it. That's a property of the models, found in their property windows.
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that looks real good. I wonder how he'll bend when he's animated?
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Welcome to A:M! You want to take that flat photograph and somehow recapture all the depth that was lost when that flat photograph was taken. That's a tall order, but that's what 3D modeling is all about. If you only need to rotate the object a little bit, you could apply the photo as a decal onto some simple geometry that approximates the shape of the object. If you want to fly all the way around the object and see parts that weren't even in the photo to begin with, you'll need to model the object more completely. You can use the photo as a reference; if its from a good angle you can even import it as a rotoscope to help you get the proportions right.
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Starting Actions on Specific Frames / Transitioning Between Actions...
robcat2075 replied to Laconic's topic in New Users
If you could zip the project, including any actions and models, someone might be able to diagnose it -
keyboard shorcut "r"
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After you draw a bounding box around the splines you want to C/F/A... shift select a CP that is on the axis you want to flip over
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STAR WARS: The Battle Of Mygeeto
robcat2075 replied to Dark_Jedi's topic in Work In Progress / Sweatbox
Wonderful looking models! Be sure to animate them wonderful too! -
Great looking stuff! That's the way to drop in and solicit help on a project! I'll be curious to see what the motion of the face will be like since the texture suggests a wood carving.
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Well, that looks like a huge undertaking! I think you should be pleased. There were some very effective shots. I'll admit I had trouble following the story, but I dont' know much about the Star Wars or Highlander mythologies so maybe that's why.
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Star Wars: Banking Clan Communications Frigate
robcat2075 replied to Woloshyniuk's topic in Work In Progress / Sweatbox
Looks good. Don't forget the ATM machine. -
Hey, that looks good. Did you ever consider a brush like those car-duster things? Would save on water. Try to hire a cleaning lady these days and the first thing they say is "I don't do rooftop solar panels."
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updated knob with somewhat reformed splinage: [attachmentid=17817] much bias tweaking remains to make it smooth Start a thread and post some wireframes. Someone will jump in with suggestions.VFKnob05.zip
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Simplest topology I could come up with [attachmentid=17808] If you don't need to get very close to the knob it could work With more splines following the contours you could reduce the area of the 5 and 3-pointers and hide their smoothness problems. model: [attachmentid=17809] edit: never mind, I see you found a solution VFKnob01.zip
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found an old index page for my site
robcat2075 replied to johnl3d's topic in Work In Progress / Sweatbox
I really like the musical note sprites. -
Well ok that is if you could put the bones on for me. You seee im not good at bone part i just model. Better yet, you can do it yourself! Exercise 13 in "The Art of A:M" shows you how. there's even a video for it: http://www.hash.com/VM/
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Congratulations! That worked well. I'd make the hops faster. For some reason it always froze at 00:36 when I tried to play it.
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Just a quick note... I think you could keep the effect of the lean backwards by adjusting his posture to a more balanced pose. Then the viewer will be able to stay with intention to accent the character's delivery and not be distracted by his feet appearing to be glued to the floor. [attachmentid=17681] I'd agree with Nancy about the mirrored posing. Although people in real life do extremely symmetrical stuff rather often, it seems not work in animation. Not that what you have here is hideous; it's working pretty well. But i think a solution for a clip like this would be to put the character in a situation where he realistically can't move both arms in the same fashion. Like he's leaning on a table or carrying something (a briefcase?) in one arm. But I wouldn't ditch what you have here. Polish it off and definitely join in on TWO when your circumstances settle down.
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A fine experiment! Yes, this is the sort of compound motion that doesn't lend itself to "actions". So pose-to-pose is the way to go. One thing that kept grabbing my eye was the way the toes jitter. I'm guessing that this rig doesn't really have a good way to lift the heel while leaving the toe in place?
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-try changing your Options>Global tab>Realtime Driver setting -try restarting
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"Ebon: chapter 2, scene 4" - anime-style two-minute short
robcat2075 replied to luckbat's topic in Showcase
sorry , got the quotes messed up on that. The timing and what I can see of the body position made it look to me like an elbow to the ribs. everything seems to be happening on the side of the body the camera can not see so that's getting inthe way of it being clear. Maybe it doesn't need to be clear. maybe just the flurry of activity will be enought to tell the audience that some kind of impact has happened. A lot of impacts in live action aren't clear at all because if they were clear we'd see that cowboy A's fist never came near Cowboy B's jaw. But I would say put this shot up for now. If you can get all the other shots to look this good I think you'd have an compelling film and you can always revisit this shot with the knowledge you've gained by solving other porblems. -
shift-5 will toggle "Onion skin" on/off try that. It's very useful, but only when you want it to be. something that doesn't work would be the steepest learning curve of all, I think. First make sure you're onthe latest version (downloaded free from Hash) But I'm wary of "undo" so I save my work frequently with incremented version numbers. Right-click, save as... it only takes a second.
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Looks good. Rig'm and animate'm.