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Everything posted by robcat2075
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Hey those look good. You're not going to give them tiny bodies, are you?
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It's a classic, the heavy push... I don't think they let you get an animator's license without one. [attachmentid=14573] Edit: The above file is in H.264 here's a smaller version in Sorenson3 [attachmentid=14596] heavypushsmall.mov heavypushsor250.mov
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I remember that first one from long ago. The lighting changes really help make the mood right.
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Those look good! How did they describe what they wanted before you started?
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Post the project here and someone can figure out what's not working.
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Computer Use Doesn't Increase Risk Of Carpal Tunnel Syndrome I prefer the mouse for splining. When i want to click i only have to do it once with a mouse, with a pen i may have to try several times before it realizes I wanted one. Yes, I have experimented with various sensitivity settings.The rocker switch onthe wacoms is awkwardly placed for me also. But both are rather cheap, you can get both.
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64-bit and multiple processors don't make A:M run any faster.* Video cards have little to do with "final" rendering speed, as that is all done by the CPU. Generally the faster the CPU the faster the rendering. 1Gig Ram will be plenty for most purposes. "slow" is a relative thing. Hair, particles, reflections, ray-traced shadows, complex combiner materials, numerous lights... those are all things that slow down rendering. If you want a fast render just to check motion, render in "shaded mode", or in "final" with multipass set to 1. *a dual processor can run two A:Ms simultaneously, potentially rendering twice as much in the same time, but its tricky to do right.
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one problem is you're closing that face before extruding it. The face-closing splines are being extruded into internal patches. Extrude first. then close the ends.
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Golden Gate Bridge High Detail model
robcat2075 replied to MMZ_TimeLord's topic in Work In Progress / Sweatbox
No. Neither in the chor nor the action. Unless I'm missing something, there's no access to tweaking anything within the imported objects, just their location and orientation. If you enable "Show more than Drivers" you get access to all the groups in a model. You can assign different materials to the same named group on different instances of the model. I tried this recently. If you absolutely had to deal in decals for textures you could make them animated textures and freeze the texture on different frames for different instances of the model. I haven't tried this yet. -
it's like if that heart were 3 rings thick instead of 2
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Add another splline ring inbetween the two heart-shaped ones. That will eliminate all the interior patches that are confusing the boolean genie. Don't forget to associate the new CPs with the boolean bone
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another one of those interesting parallel universes of A:M users that we know little about. In the hasher.ru universe Thom has a faithful dog called "the Yolk" as a companion! And there is something, "the Map of the Yolk", that shows A:M users scattered all across Russia and its nearby countries.
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render your animations to a targa sequence just in case. you can reload the targas sequence, rightclick on it and save as a QT hmm second person in a couple days having trouble while using WIN Media center. what version of A:M? find out under help>about
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but if he's trying to have the crab cast a shadow (may not be necessary) he's going to need some sort of projection target for that pic.
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You gotta be at least inquisitive enough to open up those plus signs that you haven't opened up yet. Those plus signs are screaming at you to look inside. not just one. all of them. And click on everything that shows up to see what comes up in the property window for it. How will you ever know if you don't? A path constraint (and remember, I don't know that you've actually made one yet...) will show up something like this:
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Also, particle and gravity simulations in A:M presume you're making your models in real-life sizes.
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I can't tell much from that pic. you didn't scroll down far enough to show me the path constraint. You don't have the path constraint selected, just the path. There may not even be one for all I can see. you need to expamd teh tree more. But you do see th red bar, right? you can click it and drag the ends of it. It's tricky. Try making WAAAAYYYYY shorter just to see what happens. Try making it WAAAAAYYYYY longer just to see what happens. Try moving the whole thing to the right, just to see what happens.
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Why not just scale the whole character so it's the right size for the steps? Select it in director mode and scale.
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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.
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That's a fine looking head!
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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.
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the current version is 12.0s. download that and install it. There's not much reason to stick with an old fractional version.
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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
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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)