sprockets Learn to keyframe animate chains of bones. Gerald's 2024 Advent Calendar! The Snowman is coming! Realistic head model by Dan Skelton Vintage character and mo-cap animation by Joe Williamsen Character animation exercise by Steve Shelton an Animated Puppet Parody by Mark R. Largent Sprite Explosion Effect with PRJ included from johnL3D
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Hash, Inc. - Animation:Master

robcat2075

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Everything posted by robcat2075

  1. Select the path constraint in the PWS. You'll have to expand the crab's listing to see it. the scroll around the property window ease will be near the bottom. The property window only shows for what is selected in the PWS. If you don't have the path constraint selected, you won't see it's properties.
  2. That's a fine looking head!
  3. That's not bad looking dust, I've seen less convincing dust effects done with bigger budgets. On the Disney Dinosaurs DVD there's a dust effect on one of the menus that doesn't look as good. The element that I find most unconvincing about most CG dust is that it somehow just disappears in place rather than settling or being dispersed somehow. Perhaps not so much dust at the outset would be easier to get rid of at the end.
  4. the current version is 12.0s. download that and install it. There's not much reason to stick with an old fractional version.
  5. Everyone together.... Update your video card drivers! it might help. If it doesn't, no harm done... usually. What version of A:M are you using? including the letter on the end "11.1i" or "12.0s"... like that
  6. It's hard to know without seeing your timeline Lets see... you made a path you constrained your crab to it and then you dropped the walk cycle on him , right? I'm guessing you mean he just keeps walking in place after 7:00? In the timeline there's ared bar that show how long your walk action is running. make sure that stops at 7:00 If you mean he's still moving along the path after 7:00... the path constraint has a property called ease in it's property box. Set it to 0% when you want him to start moving (0:00)and 100% when you want him to finish( 7:00)
  7. BTW, you should have a timeline window open so you'd know that when the keyframe you tried to make at 7 didn't do anything it was because a keyframe had never been made there inthe first place. ALT-1 makes the PWS appear. double click on it to make it a free-floating window. drag teh corners out to full screen size. It shows you a big huge timeline on the right. Use ALT-1 to toggle this big window on and off whenever you need to see it.
  8. Hold down the Shift key when you hit the keyframe button. a box will come up. choose the second option. (Regular force keyframe only makes keys on bones that already have a key.) OR go to frame 0 and nudge the bone up and back with the cursor keys first. (also make sure the "key translations" and "key rotations filters" are ON)(they are at the bottom of the screen)
  9. the link doesn't get me anything.
  10. Check to make sure the "Key Model" filter is on when you copy and paste the Key. And both "key translations" and "key rotations" should be on also.
  11. you convert images from one format to another by loading them into a paint prog and resaving them in the new format Exercise 4 "It's a pitch" in the book that came with A:M. You really should do that. It's all about setting keyframes.
  12. That can mean a thousand different things. You need "vector" as in Flash or Illustrator is "vector"? What's you actual goal?
  13. Hey that looks neat. Oddly enough, I haven't played a computer game since Frogger. I have no idea how you put it all together. I'll be curious to see the tut. I did have problem with the cam getting closer and closer to the fighters until it was apparently inside one of them. I didnt' know how to undo that.
  14. First... indoors voice, please. ok sample project: image placed as rotoscope on camera. angled camera to match perspective of image ground set to be front projection target. cube appears to be on beach. beach.zip
  15. Are you saying you've never saved this model in versions? You've been resaving over the same file since the begining? Or are you saying it won't open in 11.1i? Then just go back to 11.1b
  16. ! run, don't move, to v11.1i or 12s. if you still have the problem and can duplicate it in 12s, report it.
  17. I don't know what the standards are for accident reconstruction but it's a good looking shot. the truck seems to slip sideways several times Why did you speed it up in AE rather than animate it at that speed? the sharp shadows are uncharacteristic for such an overcast day. real objects in the scene have no distinct shadows. This is a job for... V13 Ambient Occlusion! Or maybe just a fuzzy kleig light.
  18. There's a small book that came with your CD called "The Art of Animation:Master". Do the tutorials in it. The questions you've asked so far have answers in those tuts. Like-wise with the questions you are about to ask.
  19. the new pose you created needs to be turned ON in the properties for the model. It's under "User properties"
  20. You have bone 17 as a child of Bone 15, even tho it's a different leg. In fact, 17-24 are all children/grandchildren... of Bone 15, so if you move 15 they will all move too, where ever they are in the character. In the PWS, Click and drag Bone 17 onto whatever is the parent of Bone 15. that will make it a sibling, not a child of BOne 15. Make thing easier.... rename you r bones to somethig meaningfulful like leg Left 1 innner leg left 1 outer leg left 2 inner leg left 2 outer...
  21. In the ProjectWorkSpace the bones folder for your model has the whole bone tree. you can see what bones are children of other bones. You can drag them under or over other bones. You can also rename the bones to something useful there. Not sure I understand, but remember, after you apply these constraints, close the window and test it out in an action or in chor. don't move things around in the constraint (AKA pose) window or you'll mess things up. Also, I've found that if I've just applieda new constraint, I need to close the action or chor I'm testing it in and reopen it before the new constraint takes effect.
  22. My first guess is that the heirarchy of the bones is not right.... some bones are children of bones that they shouldn't be children of. So when you move one bone it takes a bone with it that you didn't want to go with it.
  23. Welcome to A:M! You mean the eye target? you can add a null with rightclick>new>Null while in bones mode Presuming your eye bone is pointing out of the middle of the eye already you can make it point to the null with New>Pose>ON/OFF select the eye bone rightclick>new constraint>aim at click on the null make sure this pose is ON when you use the character in a chor or action. But read colin's tuts anyway, they're good.
  24. When you say "it's not right yet", what do you mean?
  25. Far away land would have a much flatter horizon line. And have less saturated colors due to "aerial perspective." try "fog" for that. I think the poses in general might be rethought. I don't have a solution right here and now, but I think the silhouettes are overlapping too much
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