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Posts posted by robcat2075
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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.
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Tried in A:M with TSM2 and it's not right yet.
When you say "it's not right yet", what do you mean?
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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
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OK, i tried the gigantor patch and it has trouble rendering my "hi" decal. I bet Vern is rightI 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.
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Stil consider submitting an AMReport, the zip is certainly within the 5 meg limit.
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Don't know anything about Vaughn Bode, but I like the look!
Not sure I understand the lighting in the two set shots, the shadows are confusing.
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Welcome to A:M!
Here's a thread in which joining actions (or not) was run thru the mill a few times.
http://www.hash.com/forums/index.php?showt...hl=choreography
A more specific answer
http://www.hash.com/forums/index.php?s=&sh...indpost&p=45032
and a picture
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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.
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Will it load in V11.1?
How big is big?
How big is it zipped?
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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:
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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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Does anyone have a model of Woot's mother that will still load into V11.1?
If it's also rigged that's even better.
I need it to further investigate a real-time performance difference between V11.1, V12 and V13 that manifests itself on my computer.
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You seem to be using the same image over numerous times, stamping the whole thing onto parts that are much smaller than the image.
In a case where the blue line doesn't appear, is it possible that you've stamped the blue line on and then later inadvertently stamped a gray portion of the decal over it in a later pass?
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How/where are you applying them?
Can you show a screen cap of them not appearing?
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How about a kleig light? it's directional, it shouldn't make any hot spot at all on the wall behind it[ Biggest problem is that the right amount of light to produce the shadows makes a a burned-out, hot spot at the end of the alley -
That was cute! but so small!
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my todo page has only one task on it, one that has been put on hold.
Is it possible that some of "my" tasks have been entered to some user name other than mine?
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If you just want to test it out to see how things are moving, choose "shaded" instead of "Final"
You can set "Final" to Multi-pass ON at 1 pass for quicker previews.
You can choose a smaller render size than VGA.
Turn particles off unless you actually need to see some you have put in your scene.
Are there lights in those street lights? DO you need them?
A ten second aniamtion is 240 frames. If all those lights are on, if they're invoking ray tracing, or if many of the above parameters are used... yeah you could get to 45 minutes per frame. 45mins x 240frames = more than a week
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Congratulations! Fine looking stuff. And you're a chef too... hope these fish don't show up on the menu!
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You needn't be cautious about using TSM rigs. If animating is your goal, you want to start that journey now, it's a long one. You don't want to delay with any more of a side trip to rigging than necessary.
TSM rigs don't make the skin around joints deform automatically when you move a bone. But no other rig does either. That's what "fanbones" and "smartskin" are all about. Those are relatively easy tasks compared to designing and executing a whole character rig that controls the body well and doesn't stand in the way of the poses you want to make.
You may learn much making your own rigs, but that knowledge does little to inform the task of character animation. And you'll still have to learn to fanbone and smartskin anyway.
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I recently visited Mike Sanderson, one of our forum members at his job at DNA where he's working on the feature Ant Bully.
Based on what I saw, the animators there work in completely default shaded gray, no texturing is done until after the shot is finaled.
But that's big-time production pipeline stuff. For an independent animator it may make sense to have the character as finished as possible. You can see if your animation is weirdly distorting a decal, for instance.
Coloring and decaling is pretty flexible in A:M, you can do it anytime in process and it won't physically alter your animation.
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That's the best Wicked Witch of the No-Compass-Direction-in-Particular I've ever seen.
Great work!
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A real LED has a tiny little spot inside the glass that glows.
try making the bulb transparent and refractive and put a tiny 100%ambient spot inside it.
I'M A NOOBIE AND I NEED HELP!!!
in New Users
Posted
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.