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Hash, Inc. - Animation:Master

robcat2075

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Posts posted by robcat2075

  1. First you right clicked in the model window and did New>Pose>ON-OFF

     

    that wll open a new window

     

    make sure you're in bones mode (button at top)

     

    right-click on a bone>new Constraint

     

    Later on when you use this character in an animation you will need to remember to turn this pose on.

  2. I suspect that A:M will not actually break the light into different colors like a real prism would. Rainbow spectrums would probably need to be faked somehow.

     

    But you can make objects that bend light somewhat like a prism would.

  3. ...when you add a spline to another you can select which spline you're continuing so you don't have to detach all of them then...

     

    that coulds only mean... about a dozen different situations? If you can see it on the screen, you can screen cap it.

  4. It seems that those 4 points may be all on the same spline (bad) because there's one long spline winding it's way through that wing and turning back and forth across it

     

    making that shape by starting with one cross section and extruding more sections toward the tip probably would have prevented that from happening.

  5. It's very unlikely that you made that spot out of one spline (which would not fill in), but someone will mention it if I don't.

     

    I'm also presuming that that red CP which appears to be a 5th CP in the group is actually in the background.

     

    It's possible that one or more of those CP is actually two CPs in identical positions.

     

    try... this...

     

    deselect all. one at a time select each CP (by clicking, not by grouping) and drag it somewhere else and see if there is still one left behind in the same positions.

     

    I have done this before by "extruding" but not dragging the new CPS to a new postion, then forgetting I had extruded, and extruding again.

     

    Last hope if the above isn't the case... delete the 4 CPs and make them over by extending the neighboring splines.

  6. someone in the 3d modeling class said AM used NURBs. They were wrong.
    Since your goal is to get polygons it doesn't really what the math behind the splines is does it?

     

    A:M splines are similar to other splines in many ways but are easier to model with.

     

    There are exporters to some polygon formats built into A:M (right-click>plug-ins>export) and others are available 3rd party.

     

    But do ask in the forum noted above.

  7. I will take a look at the tutorial that you sugested ang select all of Keekat and force frame at 0.

     

    Just an aside... You do want to get all your control bones keyed, but you don't want to get every bone in the character keyed, because many are invisible bones that the rig just uses for its own bone-manageing purposes. you won't want them keyed and taking up space in your timeline.

  8. you can group select many keys and then squish the bounding box to make them take more time or less time.

     

    You may have to do this separately on each object.

     

    And... save a copy of your project before you try this the first time because you won't get it exactly right the first time you try it.

  9. I love when people offer crits as mandatory! So funny.

     

    Well, I wasn't going to say anything because i figured we can't expect perfection from 20 minutes anyway; but then you started working on it some more...

     

    ok, no more comments from me. Sorry! :(

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