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Hash, Inc. - Animation:Master

robcat2075

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Posts posted by robcat2075

  1. I don't know what the standards are for accident reconstruction but it's a good looking shot.

     

    the truck seems to slip sideways several times

     

    Why did you speed it up in AE rather than animate it at that speed?

     

    the sharp shadows are uncharacteristic for such an overcast day. real objects in the scene have no distinct shadows. This is a job for... V13 Ambient Occlusion! Or maybe just a fuzzy kleig light.

  2. hmmm... when I try the force Key with Compensate thing I find it only resets the translate if the bone has also been rotated. (the translate filter is ON)

     

    a bone that has only been translated will not get reset... until I nudge the rotation of it and then it jumps to the zero translate position, but then the rotation still needs to be reset.

  3. MAN HOW DO YOU LEARN THIS STUFF?

     

    There's a small book that came with your CD called "The Art of Animation:Master". Do the tutorials in it. The questions you've asked so far have answers in those tuts. Like-wise with the questions you are about to ask.

  4. I right clicked then click new>pose on/off ...

    ... when i tried it, it didn't work...what am i doing wrong....oh and you know how i'm a noob??? What's rigging? :D ...yeah

     

    the new pose you created needs to be turned ON in the properties for the model. It's under "User properties"

  5. You have bone 17 as a child of Bone 15, even tho it's a different leg.

     

    In fact, 17-24 are all children/grandchildren... of Bone 15, so if you move 15 they will all move too, where ever they are in the character.

     

    In the PWS, Click and drag Bone 17 onto whatever is the parent of Bone 15. that will make it a sibling, not a child of BOne 15.

     

    Make thing easier.... rename you r bones to somethig meaningfulful like

     

    leg Left 1 innner

    leg left 1 outer

    leg left 2 inner

    leg left 2 outer...

  6. And how am i supposed to undo it?

    In the ProjectWorkSpace the bones folder for your model has the whole bone tree. you can see what bones are children of other bones. You can drag them under or over other bones. You can also rename the bones to something useful there.

     

     

    :blink: and how am i suppoed to do the "aim at" thing cause when i did it it worked but then i wanted to add more bones so i minumised it and went to the bones and when i did and tested it, the eyes didn't work.
    Not sure I understand, but remember, after you apply these constraints, close the window and test it out in an action or in chor. don't move things around in the constraint (AKA pose) window or you'll mess things up.

     

    Also, I've found that if I've just applieda new constraint, I need to close the action or chor I'm testing it in and reopen it before the new constraint takes effect.

  7. i put bones in all the spots i wanted to and auto assined them and when i tested it and moved right claw, the mouth would like jerk out and then when i would move the left claw the claw would move but then all the left legs would move with it!!!!!!!

     

    My first guess is that the heirarchy of the bones is not right.... some bones are children of bones that they shouldn't be children of. So when you move one bone it takes a bone with it that you didn't want to go with it.

  8. Welcome to A:M!

    i am trying to add bones to the pupil of the eye to make it look around and stuff like that but i can't and i looked at the provided models with A:M like shaggy and it had a null thing and i don't know what a "null" is how to apply it to my pupil

     

    You mean the eye target?

     

    you can add a null with rightclick>new>Null while in bones mode

     

    Presuming your eye bone is pointing out of the middle of the eye already you can make it point to the null with

     

    New>Pose>ON/OFF

    select the eye bone

    rightclick>new constraint>aim at

    click on the null

     

    make sure this pose is ON when you use the character in a chor or action.

     

     

    But read colin's tuts anyway, they're good.

  9. The land in the back needs something to establish how far away it is. Like a fence or signs or something.

     

    Far away land would have a much flatter horizon line. And have less saturated colors due to "aerial perspective." try "fog" for that.

     

     

    I think the poses in general might be rethought. I don't have a solution right here and now, but I think the silhouettes are overlapping too much

  10. I don't think you have enough splinage for the decals to "stick" to. You only have one gigantor patch for ALL those decals. This... well... theroetically this should work... in a perfect world...

     

    ... but in reality you may want to increase the patch count so all those decals aren't trying to live on just one patch.

    .

    OK, i tried the gigantor patch and it has trouble rendering my "hi" decal. I bet Vern is right

     

    Stil consider submitting an AMReport, the zip is certainly within the 5 meg limit.

  11. nice model.

     

    I just added a quick sloppy decal inthe lower left. It seemed to stick, I can't see that any thing else has been dropped because of it but I'm sure you'll notice if I missed something small.

     

    ??

    juno_test0.jpg

  12. Thanks for the Mesh, Ken!

     

    Dagoos, I've been doing some tests myself and found much of the same.

     

    I'm also comparing the performance of the Woot's mom model with different rigs.

     

    I'll post some numbers.

     

    I'd really like us to have a proxy for each character that runs at 24fps.

  13. www.hash.com/reports

     

    zip up prj with needed decals. Include screen shots to show differences. Explain situation.

     

     

    Explain/show the circumstances in which decals show and the circumstances in which they do not.

     

    draw on screen cap to show exact

     

    example of screen cap I submitted, to show exact area of a problem:

    Flat5Pointer.png

  14. I can't identify any specific text on the renders since they are resized down, but if you have a case where two renders of the same thing are getting different results, make an AMReport of it. Include the project and the steps to repeat.

     

    As I look at the model, I imagine quite a few of the decals could be combined, but I don't know how they are apportioned now, so it's difficult to make definite suggestions.

     

    Any difference if you don't run Photoshop at the same time?

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