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Hash, Inc. - Animation:Master

HomeSlice

Film
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Everything posted by HomeSlice

  1. I know just what you mean David. Rigging is a bit like solving a series of puzzles that all relate to, and affect, one another.
  2. VERY nice image!
  3. Great looking model. Nice to see you posting again!
  4. Assuming you are moving the Model Bone and do NOT have the model constrained to a path. Select the Model Bone in the chor in the PWS and switch to Channel View. Click in the Channel window and hit [Ctrl-A] to select all the keyframes. Right-click in the selection box and choose Curve > Interpolation Method > Zero Slope. (This will make Zero Slope the default interpolation method for all the model bone's keyframes) Now double-click in the same selection box and, in the dialog that appears, set Interpolation Method to "Default". Now all your Model Bone keys are zero-sloped. Go to the frame on which you want your model to stop moving and set a keyframe. Go the frame you want your model to start moving again and set another keyframe. Delete all other keyframes between the stop/start keys.
  5. excellent. Nice work.
  6. Oh that's great. Very entertaining. Cool song Myron!
  7. If you want to be able to control the beard and drape it over the shoulder and such, then you will have to animate the control null at the end whenever you want the beard to move. If you want the beard to bounce and sway on its own whenever you move the character, but not have much control over it, then as far as i know, you can't have a "Target" for the dynamic constraint (The control null).
  8. You should save all those choreographies out as separate chors. If your Project file gets corrupted, you will be SOL. Are you sure you set the Blend Percent to 100% at the appropriate time? You have "Transition to next Action" ON for both Actions. When you use "Blend" you usually turn those off. In order to use "Transition to next Action", you can keep the Blend Mode to "Replace". And do not overlap the actions. In fact, space them out several frames. You should see the red action bar in the timeline slope down in the space between the two actions. However, I prefer to use Blended actions because sometimes the model does screwy things between actions when using "transition to next Action". What went to the last frame? The last frame of the chor? How many frames does the chor have? What do you mean by "it stayed at that point?"
  9. Set your last action to Blend. Make sure it is *under* the first action in the PWS, And make sure it overlaps the first action by 6 or 12 frames (more or less) On frame 0, set the Blend Percent to 0 Several frames before you want to second action to be fully activated, set the Blend Percent to 0. Several frames later, set the Blend percent to 100%
  10. Myron, you're getting desperate!
  11. What about using a 16-bit grayscale image for displacement instead of 8-bit? I know mesh resolution should not matter, but have you tried increasing it? You're probably right, but I know nothing of how the renderer works.
  12. What about if you increase the Octaves in your displacement material? ... just brainstorming...
  13. If you end up rigging the beard geometry with Dynamic constraints, there is a way to have a controller at the end of the beard so you can have more control of it. Instruction on how to do that are in this tut. http://www.hash.com/forums/index.php?showtopic=29914
  14. Hey, it's my birthday. I can be any age I want
  15. Awww shucks. Thanks guys. I'm 29 today!
  16. Thanks for you answer. I didn't know film projected at 23.976fps (instead of 24fps).
  17. It looks nice so far! Is there any reason you are animating at 23.98fps? If you are the person holding the camera and your are interviewing the red guy - "So, Red Guy, what are you doing here?" - Then it works great to me. Feels just like a real person is holding a small camera and doing the interview. Otherwise it does seem a bit much.
  18. Fair enough. But when did they stop teaching people how to read? http://www.hash.com/forums/index.php?showforum=175
  19. I'm assuming this is done in the compositor post rendering. Do I have access to this? I just looked, and I have the crowd and the dialog on different tracks, so it was pretty easy for me to shift the "oohs". It should be updated in the next draft edit. I didn't know the guards could blink, guess I never looked ... oops. Thanks for the tip.
  20. You can just pose the character on the first frame of the animation. That will take care of most of the bones automatically.
  21. Don't worry about: That was a rendering issue. It's fixed now. And this is an audio timing issue. The "oohs" have to be shifted without changing the overall length of the audio clip. If you want to do that, great. If not, I'll put it on the list.
  22. Great Ken! That would be awesome. Please make careful notes of the affected frames so I can rerender only those frames. If you let me know *exactly* which frames to rerender, there is a much better chance of it actually happening For example: 145-256, 512-567, 1000-1415 etc...
  23. worked great. awesome Thanks!
  24. Gary Granule? LOL Great looking spot. Congratulations.
  25. The canopy bone was created in the model. It controls the tree canopy guide splines. I'm not sure which dialog menu you want to access, but if it isn't covered in the tutorial, or in the user comments on the forum, it probably is not possible. When something is unclear in one of the tutorials, it often helps to open the project file that comes with the tutorial and take a look at the model the tutorial refers to.
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