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Everything posted by robcat2075
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In my test the dialog box was not able to move keyframes past keyframes that i intended to leave in place. Well, it did move them, but the in-place frames disappeared. If you need to move a keyframe past another: select the object set the time marker to the frame Edit>cut Keyframe set the time marker to the new frame edit>paste keyframe (Using the cut and paste in the right-click menu doesn't seem to work) To cut and paste multiple keyframes that span over time, you need to cut and paste those individually, or go to the curve editor (aka Channel Editor): movingframes.mov
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a warm steaming pile of... thought balloon! very odd.
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That's a good plan. Your animation will probably run faster without the room in the background slowing things down. Good start!
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That's a fine new user piece! You shouldn't have waited two years to show it. Some of the timing is quite good; enough that I had the sense that good judgement was going into it. And when it wasn't working so well it probably because it was a very difficult thing you were trying to do. Story-wise I'm not sure I "got it" but it was fun to watch.
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I'm guessing your extrude direction in your defaults isn't what the book is expecting. but if your new CPs aren't in the right spot you can always drag them to a better place. they're still selected after you do the extrude so they are easy to drag. if you post a screen cap someone might have a better guess.
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I'd forgotten about this... I think it's a hold over from before the timeline was as good as it is now. Before settings: the beginnign and end times of the section you want to move After settings: where you want them to end up Offset: another way of saying how far you want to move the keyframes + or - Scale: to stretch (>100%) or compress ( but really, it's much, much easier to group select keyframes in the timeline and slide them manually.
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http://www.hash.com/forums/index.php?showt...p;hl=Hair++tech near the bottom
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Cool looking planets. Is the banding on the ground from using a light rig rather than AO?
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Wow! Fabulous stuff! And what a great teaser. It really does make me want to see more. It's so good looking I half-expect some hollywood types to swoop in and ruin it. So what's the ETA on the whole thing? How long is the finished work intended to be?
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scroll down to "bias manipulation" BTW, 13.0f is out. download it and use it instead.
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Great start! If you're doing this for TAoAM I think there's a thread for each exercise you might want to put this in, so Rodney or whoever is leading that will catch it.
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so did you ever get a walk animated for him?
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I believe if you turn "attached to Parent" OFF in the properties for the bone, it will no longer drag its parent when you move it.
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Why you want rounded corners (aka "bevels") on your objects The magic of bevels, explained by Yves
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maybe the wire is a procedural and not a decal?
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The leg looks like it's working well. Her breasteses look kinda big.
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no, it's not herbie (vw beetle wip)
robcat2075 replied to kattkieru's topic in Work In Progress / Sweatbox
There is a plug in out there that can set a series of CPs on a spline to any specific bias, dont' recall who did it? -
Those all look very promising! It makes me want to be a naked grey alien running thru a stream. The subdued color palette is very effective too. Keep it up!
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by any chance do you have anything (h)idden? a cp on the edge of hidden mesh will show both bias handles even though it appears to be a spline end.
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that's quite amusing. thanks, john!
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clicking on the name of the model in your PWS should highlight the all-controlling "model bone"
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no, it's not herbie (vw beetle wip)
robcat2075 replied to kattkieru's topic in Work In Progress / Sweatbox
Maybe "mechanical" was the wrong term, but just brain storming here... both of these objects have the same splinage, but they don't render to look the same shape. The one on the left looks more like the cross section I modeled, bachelor #2 on the right (with porcelain) is looking fat and puffy. [attachmentid=18372] these are both simple, fully enclosed cubes, but porcelain on the right one makes it shade very oddly. [attachmentid=18373] BTW this was in V11. Porcelain is slightly different in V13, but i haven't examined it. here's the prj so you can try it if you dare. [attachmentid=18374] porcelainTest.zip -
Have attached arm and hand, let me know what you think...
robcat2075 replied to Roger's topic in Work In Progress / Sweatbox
post a wireframe that shows that area. It might just be my imagination. -
no, it's not herbie (vw beetle wip)
robcat2075 replied to kattkieru's topic in Work In Progress / Sweatbox
Welcome back to A:M if nothing else you can save a material out, change the file name and reload it this may or may not be what you are talking about. From Rodney's helpful links page: I think there is a plugin out there that does that within limits but ultimately i think you have to finish it off by sight. a good reason to make your meshed as light as possible. I imagine many mechanical models would not benefit from porcelain. porcelain softens details and you might not want your details to disappear. I guess it depends on whether you want to practice modeling the bottom of a car. -
Have attached arm and hand, let me know what you think...
robcat2075 replied to Roger's topic in Work In Progress / Sweatbox
looks good so far. -the indentation as the arm leads to the hand looks un-anatomical -the crease at the shoulder might be a splinage issue