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Hash, Inc. - Animation:Master

thumperness

Craftsman/Mentor
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Posts posted by thumperness

  1. Attached are the pictures of six different discs I have acquired over the years.

    I did not know if anyone wanted them for posterity, if nothing else. Each is kind of a snapshot-in-time and a walk-down-memory-lane, depending on how long you have been around.

    I am not asking much, if anything beyond shipping. They should not be above $7 to ship if you are in the U.S.

    If there is any interest, email me at fdputhuff@gmail.com

    ThumperAM3.jpeg

    AM1.jpeg

    AM2.jpeg

    • Like 1
  2. Finally finished with school. So now I can get back to my real show.

    I am working on getting a bunch of still images turned into a video. The version of FCPX that I am using is:

    0da2af69-61ff-40e3-b9e0-398bb03d6a29

     

    The directions I am using are:

     

    1. In your FCPX preferences/settings, change the default still frame duration to 1 frame.
    2. Import all of your still image files into FCPX.
    3. Create a new project and drag all of your still images into the timeline.
    4. ‘Select All’ so that every image in the timeline is selected.
    5. Right click and select ‘Make Compound Clip’.
    6. Use your new compound clip as a video file in any regular project.

     

    Line 1 makes sense until you look at my preferences box:

    8b308f52-f0e2-4a1a-b308-879aa61b3783

     

    Still image Duration is set in seconds not frames. So I divided 1 second by 30 and got .03. I put that in and it still set each still image to about 15 frames. No bueno.

     

    Is there a way to either directly set the duration to frames, or set the units of time to frames?

     

    What am I missing

     

    Thanx for the help.

    Thumperness (David)

  3. I am sitting in a Maya class (No fights intended, just part of my degree)

     

    For texture mapping, you take the model, cut it into parts, make a seam, and unfold it flat so you can add the texture.

     

    What is the equivalent in A:M?

     

    Do we have a way of flattening?

  4. OK...I have added a parent bone to the Bow and I can now move it fine in the action window. Next comes the Box/Machine.

     

    Then, I play with constraints as one of the arms on the 'box' is going to have like a hydraulic piston motion.

     

    Hurricane vacation is over now. So back to work and school for me. I may slow down on this some, but I will get it done.

  5. Very likely, the bow will be shooting a second arrow while the 1st arrow is still in the air. It will all depend on the timing.

     

    Right now I'm guessing the fire > reload > fire will take approx. 30 frames or less. While the lofting arc path of the arrow may take up to 90 frames.

  6. OK...To make sure I understand...I need to add a 'parent' bone to each model.

     

    Then in either the model or action window, if I select the parent bone and hold down CTRL, I can then move the model w/ it's bones.

     

    I'll play with that.

  7. Just on a High Level, I wanted to make sure I knew what I am supposed to do in each window so I'm not trying the wrong thing in the wrong place.

     

    I only have 3 actions, that I can think of, in my current short but they involve what are now 3 different models.

     

    Mdl Window:

    • Place the CPs and Patches (Make the model)
    • Bones
    • Coloring?
    • Materials?

    Act Window:

    • Make repeatable actions

    Chor Window:

    • Place Models
    • Lights
    • Cameras
    • Add Sound
    • Effects?
    • Make non-repeated / non-cyclical movements

     

    I have a mechanical contraption (model 1) that is firing a Bow (model 2). The arrow(s) (Model 3) will follow a path to wherever I aim the path at that time.

     

    Actions:

    1. Preparing to fire
    2. Fire and reload
    3. Finish and put the bow in its holder
    4. Flight of the arrow to target?

    I will probably need to do some kind of 'fire-and-forget' thing where I can fire an arrow on a path, have the machine reload and fire at a new target before the 1st arrow makes it to its target. So I'm guessing the flight of the arrow will be it's own action that begins by orientating to the arrow that is being fired. (Clear as mud?)

     

    I guess I'm just rambling now hoping something will stick...

  8. What tam I missing?

     

    I am trying to make the bow and the box part of the same model?

     

    But when I try to move and place the bow/string, the bones do not move w/ the bow. Why?

     

    My theory is:

    • to make the box and bow as one model.
    • Make a couple of actions that I can drop on the model once it's in the chor

    Once I have the model in the chor, will the action 'work' regardless of the orientation of the models?

    Bow Music3.prj

  9. Rather than Groups you may want to use Action Object to combine separate Models.

    That is done by drag/dropping models into an Action.

    You can start with an empty model to activate the Action itself and then drag/drop the models/rigs in that you need.

     

    So I tried this. I can get 2 mdl in an action, but I can't figure out how to physically place them where I want. Translate, rotate, etc...

     

    Am I supposed to do this in Action or Chor.?

     

    I'd like to have the bow with the box, in an action, so I can see how far to move the box's arms and whatnot.

    Bow Music2.prj

  10. OK...So the differences I see are:

    • You boned the model different than I did
    • The way you boned the String...Is that what you meant by translation bone?
    • I'm assuming you embedded everything.

    Is the fact that you embedded everything why the string now peaks? If not, what did you do to make the string peak? (Is there somewhere I can look and tell which CPs are peaked or not?)

     

    Besides being able to go back to previous revisions, What are the pros and cons of embedding everything? Can you talk a little about the theory of embedding and when to and not to do it?

  11. So I remade the bow so it is symmetrical. (Played with the copy/flip/attach)

     

    Reboned and am pretty happy with it except for one thing. So far...

     

    In the Action and the Chor., I can get all parts of the string to Peak. (No bendies)

     

    It is kind of intermittent though.

     

    When I close A:M and reopen the project, most of the sting does not peak anymore.

     

    When I rendered, it didn't peak most of the string.

     

    why?

    Music Bows.zip

  12. Understood.

     

    The issue I am having is: As the 'Bow String' Bone is being rotated, the CPs, that are in the middle of the string, want to rotate up with the bone instead of coming straight back.

     

    So I am playing a balancing game of bending the bow and moving the string back. (Make sense?)

     

    I'll play with it as is and see if I can get a better result.

     

    Good thing is that I only have to do it once.

     

    Thanx

  13. So...I've animated the bow. (It's in the TestVideo folder)

     

    It looks like I am not pulling the middle of the string.

     

    When you look at the model, it is 6 foot tall and the bend in the string is at 3 foot. (Seems to be the middle to me if my common core is correct)

     

    Is it an optical illusion, or am I not seeing something correctly?

    Music Bows.zip

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