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Everything posted by HomeSlice
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Oh, that's explains it. Thanks
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If you aren't talking about *rendering*, then follow Robcat's suggestion.
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To keep the camera from rotating, either set keyframes for it, or constrain the camera to Aim At (and possibly Roll Like) something, such as a null.
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Or in the render panel, set "subdivisions" to 4, 16 or variable.
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johnl3d, how did you get a musical note font to display in the forum?
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If you want a fan bone to move with the bones it is ... uh ... fanning, make it a child of the bone that is highest in the heirarchy. For example: Say you have an arm with a bicep bone and a forearm bone, and you want a fan bone at the elbow. Make the fan bone a child of the bicep, so it and the forearm bone are siblings under the bicep. Now the fan bone will move with the bicep. You don't make it a child of the forearm bone because then you cannot constrain it to Orient Like (50%) the forearm.
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Oops ... use the [Ctrl] key. Thanks Nancy.
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The first thing you should do is make a backup of your current model. Then fix his left arm. At the moment it is angled down. It should be a perfect mirror of his right arm (straight out in a "T" pose). Make sure you are looking from the FRONT view in the Model Window. Click on the Left Bicep bone and hit [R] to bring up the Rotate manipulator. Hold down the [Alt] key while dragging the Green handle on the Rotate manipulator. This will move the CPs as well as all the children of the bicep. When the left arm looks like a perfect mirror of the right arm, switch to TOP view. Hold down the [Alt] key while dragging the Red handle on the Rotate manipulator. Rotate the bone until the fingers are aligned with the white finger control bones. Then you should delete the rotoscopes. If you ever delete or move the original rotoscope images, AM still references them in the model file and they will show up as empty rotoscope containers in all the projects you use this model in, but you will be unable to delete those references in AM. You will have to open the model file up in a text editor to remove them permanently. So it is a good idea to always delete all rotoscopes from your model once you are done with them. Then, in the Bones folder, Delete the "Body Controls" null and everything under it. You can keep "Body Bones" and all the bones under it. You don't have to delete those. Then open the the model's User Properties and delete all those user properties/relationships except for the "Pupil_dilation" relationship. That one is not part of the LiteRig. It looks like you will have to delete the Custom Constraints relationship as well. Then open the Relationships folder and delete everything in there except for the "Pupil_dilation Relationships" folder. Save your model. Now save a copy of this model - just in case ... Then open your original LiteRig project file (the one you downloaded from the forum) and save a copy under a different name. In this *copy* of the LiteRig project, right-click on the "Bones" model and choose "Save As" - and save it as something like "bones_temp" or whatever. In the "bones_temp" model, delete all the bones. But don't delete any of the relationships/poses. Save the "bones_temp" model and close the project. Open the Old Man Willies model that you just cleaned up. In the PWS, right-click on the model and choose Import > Model ... and choose the "bones_temp" model you saved. All the relationships from the "bones_temp" model will be imported into your model. Now, follow the instructions starting at "Installing The Controls". Hopefully that will work
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Ummmm ... Das Love Boot? http://uncyclopedia.wikia.com/wiki/Das_Love_Boot
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You can close the ends of your box a couple of ways. The easiest way is to create a new spline from one corner to the opposite corner - be sure you attach the CPs in the new spline to the CPs in the existing square. Another way is to 1) select all the CPs in the spline ring that defines the open end of the box 2) switch to side view 3)hit the Extrude button 4)scale and translate to newly created CPs until the hole is no longer visible. Another way is to insert a CP halfway up each of the vertical splines in your picture. Then connect the CPs with a new spline.
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An excellent reason to render with light buffers to EXR format. Then you can just change the lighting in A:M Composite to look like it's night. I think I remember hearing that all lights must have values other than 0,0,0 or 255,255,255 in order to be able to change the colors in AM Composite.
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That's a very good test Robcat. Don't underestimate the power of ole' fashioned hand animating
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Thanks for the welcome back and my son had a very,very rough year with a severe illness but he much better now... That's good to hear.
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Welcome back digman! How's your son?
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Rendertimes (The Effect of Internal Patches)
HomeSlice replied to jakerupert's topic in A:M Rendering
Thanks for this post. One more A:M mystery solved -
Another thing you can do is use the Limit Manipulators property. Open a Model window for your book model. Switch to Bones Mode. Select one of the bones in the book. Look in the Properties Panel for something called Manipulator Options. Expand the disclosure triangle beside it for more options. Leave "Manipulation" set to "Standard". Set "Limit Manipulators" to ON. Another disclosure triangle will appear. Click on it for more options. Set all the Translate, Rotate and Scale options to OFF *except* the Rotate axis on which you want the bone to follow. Bring your book model into a chor or action and grab the tip of the bone and move it around. It will only rotate on the axis you specified.
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That is looking very promising. Please keep us posted!
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You may not have to reformat. Just email support@hash.com with your problem and see if there is any other solution.
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Not sure about the settings, but do you have a dvd player? Try burning one and see if it will play.
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Suuuweeet! Great model Eric.
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Nice motion Robcat More! More!
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Use the "ease" property of the path constraint. Set it to 0 at the beginning of your animation and 100% at the end. In the middle you can key other values to govern how far it is along the path. 40% at 4 seconds and 40% at 5 seconds would make it stay at 40% from sec 4 to sec 5. Of course you have to zero slope those two keys. You will probably want to set the Interpolation Method o the Ease channel to Zero Slope. Yes, but you'll need to key the enforcements of the two path constraints so one is completely off when you want the object to really be on the other path. And vice versa. And of course you'll have to do some keys on the ease of both path constraints so they are not going thru the default 0 to 100% ease simultaneously. Sure, you can do that, but it is easier to use a single path.
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Position the default Model Bone of the hammer (the Big Black Bone) - in the Model Window - so the base of the bone is where the back hand is likely to grip the handle. And the end of the Bone extends a little past the top of the hammer head. This way you can position and rotate the hammer more easily in the chor. Add a child bone to the handle where the front hand will likely grip it. With this bone selected, look in the Properties Panel for "Manipulator Options", and click on the disclosure triangle for it. Turn "Limit Manipulators" to ON. Another disclosure triangle will appear. Click on it to see more options. Set Rotate > X, Rotate > Y, and Rotate > Z to OFF Set Translate > X and Translate > Y to OFF. Now you will only be able to translate the bone along it's Z axis - which should be along the length of the hammer's handle. Plop your character and the hammer into a chor. With the character still in its default "T" pose, rotate the hand that will grip the back of the handle 90 degrees on its Z axis, so the palm faces forward. Place the hammer so the hand is able to grip the handle at the appropriate position. Close the fingers around the handle and adjust the position of the hammer until the character is able to grip the handle. *Now* - turn on IK arms for this arm. Constrain the IK hand controller to Translate To and Orient Like the Hammer (the model bone). Make sure Compensate Mode is ON - it is ON by default. Position the hammer and the arms so the front hand can grip it in the appropriate place on the handle - hopefully it will be very near the base of the hammer's child bone. Close the fingers of the front hand so it grips the handle and make adjustments as necessary. *Now* - turn ON IK arms for this arm. Constraint the IK controller to Translate To and Orient Like the hammer's child bone. Now you can slide the child bone up and down the length of the handle and the hand will follow it. If you rig it this way, you will have to move the hammer in order to move the arms, but I find it easier this way.
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Yeah, I think I've met him too! The hair coming out of his ears is a dead giveaway. Nice model Myron.
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Way to go man. You might be able to tighten it up some by editing out some dead space here and there. But that was pretty funny. Nice job.