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Hash, Inc. - Animation:Master

robcat2075

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Posts posted by robcat2075

  1. It is an interface bug that it is possible to drag a bone in the time line "under" another bone.

     

     

    I've reported it but you should also to AM reports

     

    there's no way to undo it, all you can do is go back to the last version you saved before that placement happened. I hope you saved a version before that happened.

  2. here's how I would do it:

     

    -I key my bone at 0:00

     

    -then i advance the time to 0:05 and key the bone again (dont' move it yet!)

     

    -then I advance the time to 0:10 , move the bone to where I want it, then key it again.

     

    if you do it... that will do it... unless... you didn't do the curve editing Nancy mentioned at the top.

     

    Curve editing is huge in computer animation, that's where the power is.

     

    you need to use the channel editor:

     

    [attachmentid=18225]

     

    [attachmentid=18226]

     

    [attachmentid=18227]

     

     

    here's the project showing a bone that stays in place then move. Don't look at it without looking at the curves.

    [attachmentid=18228]

    channeledit01.png

    channeledit02.png

    channeledit03.png

    channeledittest.zip

  3. example of using fanbones to rig an eye lid

     

    [attachmentid=18218]

     

     

    I only "animate" one bone, the others follow it becasue of constraints I created inthe model.

     

    You'll want to learn more about fan bones and constraints.

    eyelidbones.mov

  4. Simple rule: if you want a bone to be in a place for a certain length of time, you need a key at the start of that time and at the end of that time.

     

     

    want to force a key(s) without nudging?

     

     

    [attachmentid=18215]

    1- CTRL-select any bones you want to key

    2- they will show up inthe PWS timeline

    3- select the filters for the kind of keys you want. (probably just translate and rotate for now)

    4-select the key bone filter (even though this was meant for single bones , it works for simultaneous selctions too)

    5- SHIFT-press the Force Keyfram button (the shift part is important)

     

    you get this dialog box

    [attachmentid=18216]

    6) select "In all filtered channels" (this is powerful, this is why you did the filter selection in step 3)

    7- Hit OK

     

     

    [attachmentid=18217]

     

    8 keys are created in the PWS timeline for all the channel you wanted and no others.

     

    Mission accomplished!

     

    Nudging will create keys too, but only one parameter at a time. And there's no way to "nudge" for some of the other parameters that the other filters cover.

    forceKey01.png

    ForceKey02.png

    forceKey3.png

  5. Getting feedback is always a good idea (although good feedback is hard to come by sometimes).

     

    But i think it's better to assign one animator per shot, and come-hell-or-high-water he/she finishes it, is responsible for it and has to live with it going up on the big screen.

     

    Along the same line I'm quite unenthused about the pipeline I saw proposed where beginning animators did "rough" animation and and someone else finished it. I don't know if that notion is still in place but... one learns animation by finishing animation, not by having someone animate for him/her.

     

    So, do your shot, get feedback, fix your shot, hey you missed a spot, fix it again, final it.

  6. Welcome to A:M!

     

    I just bought a copy of AM and want to take a real photograph of a product and rotate and manipulate the image.

     

    You want to take that flat photograph and somehow recapture all the depth that was lost when that flat photograph was taken.

     

    That's a tall order, but that's what 3D modeling is all about.

     

    If you only need to rotate the object a little bit, you could apply the photo as a decal onto some simple geometry that approximates the shape of the object.

     

    If you want to fly all the way around the object and see parts that weren't even in the photo to begin with, you'll need to model the object more completely. You can use the photo as a reference; if its from a good angle you can even import it as a rotoscope to help you get the proportions right.

  7. does anyone else have any suggestions in regards to getting the C/F/A

    to function on the correct axis?

     

    After you draw a bounding box around the splines you want to C/F/A... shift select a CP that is on the axis you want to flip over

  8. Well, that looks like a huge undertaking! I think you should be pleased. There were some very effective shots.

     

    I'll admit I had trouble following the story, but I dont' know much about the Star Wars or Highlander mythologies so maybe that's why.

  9. Hey, that looks good.

     

    Did you ever consider a brush like those car-duster things? Would save on water.

     

    Cleaning the dust from such a massive solar farm proved to be difficult
    Try to hire a cleaning lady these days and the first thing they say is "I don't do rooftop solar panels."
  10. updated knob with somewhat reformed splinage:

     

    [attachmentid=17817]

     

     

    much bias tweaking remains to make it smooth

     

     

    I'm modelling a military helicopter with a bulbous targeting module on its nose. I can model the copter and the module separately...
    Start a thread and post some wireframes. Someone will jump in with suggestions.

    VFKnob05.zip

  11. Simplest topology I could come up with

     

    [attachmentid=17808]

     

    If you don't need to get very close to the knob it could work

     

    With more splines following the contours you could reduce the area of the 5 and 3-pointers and hide their smoothness problems.

     

    model:

     

    [attachmentid=17809]

     

    edit: never mind, I see you found a solution

    knob.png

    VFKnob01.zip

  12. It occurred to me tonight that Robert Schumann's "The Happy Farmer" has a snip-snip rhythm to it.

     

    [attachmentid=17723]Midi file not by me. Drag it into WMP or QT Player.

     

    Snip snip... Clip clip,

    That's why the call me Ku-Klip

     

    [attachmentid=17725]

     

    Someone could probably take the concepts in the lyrics above and adapt them to Schumann's music.

    joyfarm.zip

    Happyfarmer.png

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