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Hash, Inc. - Animation:Master

Madfox

*A:M User*
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Everything posted by Madfox

  1. Here's an example how they look in game.
  2. well.., let's say it was the main reason I bought Animation Master. I just can't get enough.😊
  3. I have made some more last years. So let's get on with the fantastic posibillities of Animation Master!
  4. There is a "Submit Reply" button at the bottom of the toppic. As soon as you push it you will be able to "Add Files" or "Other Media".
  5. Found it! "Once upon a candle" Yes, really marvelous! 😚
  6. I'm searching for a toppic on this forum that had a wonderful animation of a "dying" candle on a secretary with a letter and feather. Searched all over the place but could not find it. Anyone knows what I mean or where it is?
  7. I use AM16.0c so v.19 is not my area. I upgraded to v.17 but it tends to crash more often. Yes, I wasn't sure first time. The enforcement can be typed by number, but the start position of the percentage stays on 100%. It has to be forced to zero. Maybe reason why this nestled error stayed that long hidden. I had to repeat the handling twice before I understood the failure.
  8. Well.., that took me more research than I'm used to, but as this silly, stuborn error didn't chase me after all my selfmade models I would have let it at rest. Just found the TMRigger wizard and that has a lot in commen. The thing I had to do was to open the relations directory as you said. In the forearm relations the Euler limits for the right forearm (the right one) is : minimum y -179. The left forearm Euler limits were : maximum y 179. After changing left forearm Euler limits maximum y 0, and use : minimum y 179 , the model responds as it should. Now both forearms change in all three directions. I think it is an "error" in the 2001skeleton.mdl I had from the start. I remember seeing correckted 2001 rig models, but I had only the one I had downloaded. The file should be uploaded correckted. As I'm saying.., I had to double check to see how I did it. --- In relationship => Rig relations => Setup Relations => IK Arms relations : Euler limits => Enforcement => 100% : Turn to 0% . It seems as turning the maximum y to 179 in the number screen is not enough. I had to manually drag down the poseslider from the start in the percentage window down. left forearm => Euler limits => LockOffsets : Turn Mininum Y => -179 to 0. Turn Maximum Y => 0 to -179. --- Last things always slip away. Am2001skeletonrig_coreckted.zip
  9. It is the 2001skeleton.mdl itself, as I have downloaded.
  10. Yes, I'm aiming at both forearm bones. Why does the left one on screen (right forearm) bend in three directions and the right one on screen (left forearm) only on z axe? I accidently wrote calf bone, but I meant forearm.
  11. I wanted to return to the subject of the 2001skeleton.mdl and the "error" I thought to experience. It looks as if the right calf bone does turn in the x y and z axe. The left calf does only turn on y axis. Aside of the fact if an arm should turn only on y axe (mine does three, beside backwards) it seems strange that the right bone does and the left won't . I searched somewhat deeper in the relations and came to the point the statements of both calf bones are different. The right has an euler box with a + sign, and the enforcement is 100%. The left has an euler box without a + sign and an enforcement of 0%. I have no idea why these are different, changing them in the same parms won't help the blocking of the left arm.
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