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Posts posted by robcat2075
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it doesn't change the interp method, but it does fix the rollingOr is just setting it to "Y-poles singularity" for "roll method" enough to change it to quaternion?
A text editor might be able to do a replace change very quickly. Don't know wht to look forThanks Robcat I'm trying to figure this out. I'm going through the setup now. It has nearly 100 bones. I'm setting all of their "roll method" to "Y-poles singularity". Then testing out the animation. This will take awhile.I found this in a V12 file. A V13 file may differ
[TYPE] RollMethod Value=Y-Poles-Singularity [ENDTYPE]
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That brings up a question, is there anyplace that shows and labels every icon that A:M has???
My tooltips don't show up consistently either.
Tools>Customize>Commands will show every icon and a description
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Apparently you can not convert "Model" bones, just bones you add in Bones mode.
Update: choose "Y-poles singularity" for "roll method" for the bone
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bone property panel>Object properties>Transform>Rotate>right-click>convert Driver to...
however, bones you assign to models are Quat by default, i believe, unless the default has been changed in the options>action panel
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What exact version are you using? including the letter in the version number.
Help>about
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Herbie The Frog must kill everyone in all seven buildings.
That sounds too violent. How about if he just shoots the gun out of their hand?
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That works much better. A side angle will be much easier to get looking right and easier for other people to see what's going on.
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or how about a bank robbery?
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and most importantly, animation.great stills and great price ! still be 299$ ?
A:M can import common polygonal formats (that's what you are talking about) but these models are rarely suitable to conversion to splines, which is what A:M uses. Most models will need to be substantially reworked if you intend to rig and animate them.i would like to know if this software can read models with or without texturesfrom c4d, maya and 3dsmax and well all the rest
perhpas in dxf but is there any direct loading propreitary c4d library and other programs ?????
A:M is introducing ambient occlusion in V13. V13 is still in "alpha" now, but A:M owners can download and use it.last question: c4d has occlusion rendering or something like thattwo questions then:- is rendering one of the fatest ???
- is rendering can render radiosity as far as c4d 9.52 latest version ?
I think the math of 3D rendering is pretty well established now. I doubt that any of the apps has a secret that dramatically increases their speed, all things being equal. If you want faster these days, you need faster hardware.
Yes. A:M is a unified environment to model, rig and animate without need of other programs.a last question- bones ?
- ringing ?
- inverse cinematic ?
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I calibrated my monitor once... and everything I did on it after that was too dark for the rest of the world to see.
Calibrated monitors are so rare that it has almost become pointless to target them.
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My first suggestion would be to add some light across the top. It's too dark for me to make any other critique comments...
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Hmmm... I still don't think walking directly into the camera is using the screen space well. This would be better staged if he were walking across the camera view and not into it. If he's absolutely GOT to walk into the camera* have him walk farther... I think his steps are too small for a young bouncing boy in any event.
*why is he walking into the camera?
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If you can duplicate the look of Sully's hair then Martin can say A:M's renderer is as good as what Pixar had for their first four movies and not just the first three.
Looking forward to what you come up with.
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I'm on the "boards too lumpy side." They look like they are inflated. Is thie because the edges are not beveled but just rounded corners?
But wonderful work all-in-all! Eager to see this develop!
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Yes, I can't see it either. Any chance of a Sorenson3 version?
First guess, you aren't upgraded to the current version of QT7? Don't need "pro" but do need 7.
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that looks close, but I bet you have to thin him out after you add hair.
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Sorry.... "compensate Mode" button
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to make a bone hold it's orignal position after you apply a constraint use "offsets"
pick the bone
pick the constraint
hit offset button (at top)
choose target bone
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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.
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Two five point patches next to each other is supported.
Five point patches appear flatter when seen on edge than regular patches, so that would be a reason to avoid them, but they do work.
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Looks wonderful! You're doing some of the best A:M work around.
Looking forward to seeing the animation too.
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...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.
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I think you want to apply your bump map as a spherical projection map rather than as a decal on some flattened geometry
materisl>attribute>change type to>plugin>hash>projection
How do I set Quaternion Rotation vs Euler?
in TWO Rigging
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Just wondering... wouldn't "hair" make the image face the camera automatically? why the bones?