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Everything posted by robcat2075
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Oh that looks cool, and it's in color even. Not available yet... hmmm.... made in russia...
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Hey, someone should make a keyboard with little LCD displays on the keycaps and it could change the shortcuts for every app you use.
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When I've put WAVs into A:M I've tried to make them a "standard" rate like 44100Khz or 22050. It shouldn't make a difference, but I'm just brain storming here... I dont' think lagging will help overall since the sound is getting more out of synch as time passes.
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That's very odd since it starts out in synch then drifts farther and farther out of synch. It's as if the audio track got sped up or the video slowed down. -is there any difference between your project frame rate and the frame rate set in the QT compression settings? -does the pitch in the rendered QT sound any different (higher or lower) than when it's played inthe chor? -was the original audio at any weird sample rate?
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"User properties" in Properties window
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That's a fine looking creature. It makes mine look like a bald rat yes, it seems to bounce among several programs and much of it is not A:m at all; but the rigging stuff was surprisingly A:M heavy. For $4, it's a safe buy I think. Only go t the email today. Looks like TSM constraints are not turned "ON" in the upper right window example. edit: also... the tail on my sample dino was only set up to be done FK. you CAN drag the last bone around in IK fashion, but it's not recommended. I forget if TSM has an IK tail option...
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The book Character Animation in Depth by Doug Kelly is about 7 years old and out of date in many ways but has numerous examples of rigging situations actually demonstrated in A:M. I spent a long time reading it and studying it to learn how to rig my character. Then TSM came along and eliminated all that and I was able to get animating and animate better than if I were using a rig I had constructed on my own.
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I believe you delete poses in the properties panel for your character, under "User Properties" Ask questions here
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ok here... 30 minutes to model a simple figure on the same basic layout as your dinosaur 20 minutes to rig with TSM2 40 minutes to animate [attachmentid=16426] [attachmentid=16424] Everything worked as I would expect it to. And I've never even used TSM's quadraped rig before! I'm just not having any trouble placing any body part anywhere I need it to be at any time. Of course, the simple geometry of my character meant I didn't have to do any fanboning, but from your description , that's not the trouble you are having. TSM was designed by animators who have seen and used the very best that modern CG rigging has to offer and they use it themselves. If it did crazy whacky things for no good reason... they wouldn't put up with it for a millisecond. As I was doing this, one thought came to me... is it possible some of your CPs are not properly assigned? Even darker thought... Is it possible you haven't done the whole TSM process yet? Builder, Flipper and Rigger? I want your dinosaur to work. Lets figure out why it doesn't. dino9.zip DinoJumpH.mov
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But if your character is set to FK and you're trying to manipulate it as if it were IK... tangled mess I dunno... I've used it repeatedly to rig characters... they are completely well behaved. The limbs go exactly where I expect them to. Simplest possible IK-only Leg setup: http://www.hash.com/forums/index.php?s=&sh...ndpost&p=171898 Post a character that you're sure you did right but isn't... we'll find out what is wrong
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possibilities: -render it smaller -render it in Shaded mode instead of Final -use shadow mapped lights instead of ray-traced ones -dont' use combiner textures what does all that mean? Those are some of the ins and outs of 3D you will get more familiar with as you do more projects.
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Just that first sentence tells me "knee target Problem" Something has gone wrong in the constraints that tell the knee where to point. Perhaps as Stuart suggests you're mistaking FK for IK; that would create instant knee target trouble. It's telling you you've installed the rig improperly or are using it improperly. I know you were careful, i know you read the directions but... you've altered a heirarchy, mistargeted a constraint, misnamed a bone, changed a pose from Off to On or vice versa... something easy to do, hard to track down on the limited info we have so far. That is additional confirmation that you changed somthing about the rig when installing it. Since the Hash models dont' use them, you don't need to use them either, and they won't get you what you want anyway. Better to figure out what went wrong with the rig. I used to recommend TSM to people so they could side step the rigging hassle, but then they'd complain when it didn't automatically smooth the joints or animate the character for them. I prefer it though. But that doesn't mean the AM rig is broken to begin with.
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You probably don't have to make a new relationship; if you're animating the bone directly it's likely already in one of your rigging relationships. If you need to limit the movement of a bone that you don't animate directly (say, a middle spine bone) then use a spherical or euler constraint.
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If you create a relationship that bone is used in then the manipulator options and limits become avaiable, but only in the properties for that relationship.
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But what version of Quicktime do you actually have? I could "update" my old QT6 and it still wouldn't play material made with codecs unique to QT7.
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Welcome back! This is not an unusual problem when combining a premade "action" with some new animation. The new animation mixes with the old action causing the results you see. To keep them from mixing you will need to create a new "Choreography Action" to put your new animation in. Yes, two choreography actions in the same chor. Quick view of how this looks in the PWS: [attachmentid=16357] An alternative, a more straightforward one in my judgement, is to NOT use an action for the walk. Animate the steps like you would any other motion of a character.
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There might be a toon setting that works, but this one look more like "solarized" photography than toon. It's too fragmented.
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Wonderful looking character!
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If you were open to a compositing solution, you could render the refraction (with no color, 100% transparency) as one pass, another pass to create a mask and use those two to composite you r refraction with some tint onto your scene. I've done this is the past when volumetric lights created impossibly bright intersections.
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In my example we're looking across the diagonal of the cube so the edges would be the thinnest and the center would be the thickest. The coloration of the cube doesn't indicate that, however.
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he really meant 1, right? there is no zero IOR in A:M. To eliminate some variables I set all the lights to white. What I find incongruous is that even though the sky and ground are white behind the cube on the left, they don't get the same coloration from the transparency. [attachmentid=16253] IORZerotest.zip
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that'a cute one
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It may have something to do with how you have set "UseSettings from:" "This dialog" or "the camera" on the Options>render tab
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render it as a quicktime, less than 2 megs. Use the "File Attachments" section of the Reply page to add it to your post. The "Animation:Master" forum is the only one that can't do that.