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Hash, Inc. - Animation:Master

robcat2075

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Posts posted by robcat2075

  1. On the PC (a very lowend P4, standard GPU) it will play without dropping frames, no problem. On my Mac, the same file is practically unuseable - it drops so many frames.
    I think this indicates that a stronger GPU will not help much.

     

    A:M really doesn't make extensive use of all the real-time powers of graphics cards since graphics cards are polygon oriented.

     

    CPU speed is the biggest factor in your real-time playback, more powerful GPUs offer diminshing returns.

     

    At least that's what I have heard the Hash people say numerous times. If that's changed, let me know, I'll go out and buy a faster card.

  2. Is there a "pitch" put together? Something to convince people to invest in your movie? Invest their time, I mean.

     

    Volunteer labor is hard to come by. And for a movie you've got to persuade them that working on your dream would be time better spent than working on their own dream.

     

    It can be done, but you'll have to be convincing. I'd recommend you do a short first, perhaps incorporating some scene from your movie and show people that a ) you can do it, and b ) you've got a great idea.

  3. If so, at what rate do you put it?

    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'm going to try to re-import the sound again and this time make it lag 4 frames behind the action and see what happens..
    I dont' think lagging will help overall since the sound is getting more out of synch as time passes.
  4. 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?

  5. That's a fine looking creature. It makes mine look like a bald rat

     

    and I may go ahead and get a copy.
    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.

     

     

    Did my e-mail get through to you? [quick re-hash here: bones detached most everywhere in the Actions window, and mesh didn't follow. But in the Choreography I got outstanding success. See attatched] Also sending latest on Beast.
    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...

  6. 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.

  7. First Receive

    ...

    4.Press the ’Receive’ button. It will bring up a dialog asking for what folder you want the TWO data in.

     

    What I get is an error that says "Failed to add directory... object of that name already exists."

     

    The folder had to already exist or I couldn't have selected it, right?

  8. 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. :blink:

     

    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

  9. As for the FK/IK confusion, I don't think I'm getting it wrong. At least, I don't think so. FK, as I understand it, would involve moving the Thigh Bone to its proper orientation, then the Shin Bone, then the Ankle, then the Toes. I have not been working from the top down. I've installed the rig and tried to lift the leg from the Foot Target.
    But if your character is set to FK and you're trying to manipulate it as if it were IK... tangled mess

     

    I have TSM2, and as Stuart pointed out, it is not the panecea that us newbies hope it would be.
    I dunno... I've used it repeatedly to rig characters... they are completely well behaved. The limbs go exactly where I expect them to.

     

     

     

    In the rig I'm attempting right now, which is building bones up from scatch, how would I go about installing Knee and Foot Targets on Beast?

     

    Simplest possible IK-only Leg setup:

     

    http://www.hash.com/forums/index.php?s=&sh...ndpost&p=171898

     

    I appreciate your faith in me here, and though it's posible that I got the instructions wrong, I know it's not from altering a hierarchy, etc., because it goes squirrely right from the very first. I never have a chance to mess with those possible pitfalls.
    Post a character that you're sure you did right but isn't... we'll find out what is wrong
  10. 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.

  11. Everytime I install a 2001 Hash skeleton, and try to pick up the foot, the leg turns into a scrambled mess...
    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.

     

    In both cases the Toe Bones, and the Ankle Targets drift away from the mesh. Strangely, I've never had difficulties with any bones above the belt. [What is this telling me? If anything.]
    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.bash.gif

     

    But if I use a Hash model that comes with the A:M, the models act flawlessly, foot bones and Ankle Targets move right along with the mesh.
    That is additional confirmation that you changed somthing about the rig when installing it.
    So it's my hope that I can build a more stable model by installing Spherical Constraints.

    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.

  12. Relationships? It's just one damned thing after another! [but Thanks!]

     

    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.

  13. What has to be activated for Spherical Limits is show up in the Properties?

     

    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.

  14. 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.

    2ndChorAction.png

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