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Hash, Inc. - Animation:Master

detbear

Craftsman/Mentor
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Everything posted by detbear

  1. Thank you so much for those kind words. Robcat.....I'm going to try to post more. Roger......Thank you...I'm way out of practice.
  2. And of course, the inner sub development: Wyboo Sub Periscope A.mp4
  3. A quick spin of Wyboo Character 45: Wyboo Character 45_.mp4
  4. Because my vision for this game is more of a "Caricatured" style, the vehicle/ props are somewhat distorted. So the small submarine has a small hatch opening. I wanted to test how such a large character might emerge and maintain the look. Here is my test: Wyboo Character 45 motion.mp4
  5. Hey Fuchur!! Thank you for those kind words. I'm way out of practice. There are a bunch more characters, but those are two of the main ones. I'm going to try to post some more here. BTW.....Happy New Year. Detbear
  6. I'm currently working on a long time game project. Here's some rough work as I develop a few walk cycles: Hank Walk A.mp4 Happy New Year!!! Detbear
  7. Ahhhh. Found the answer in an earlier post. The boolean cutter bone has to be a child of the bone connected to the mesh being cut out. Found the answer on one of Robcat's posts. Thanks RC!!!!! Detbear
  8. So I wanted to use a bone connected to a simple model to cut a hole through the side of a vehicle that has a Darksim Material on it. 1. I went to the "Boolean" bone's properties and turned "Boolean Cutter" to "ON." 2. I did both final renders and progressive renders and the boolean doesn't seem to work. Did I forget a necessary step......or might some misfortune have happened to A:M's boolean function?? Detbear
  9. Thanks RC, You're right. I think the results in the pre-action are much different than the final. I will press on with experiments!! Detbear
  10. So I set up a Dynamic constraint in an action and it is working very well. But when I go to render it, there is no constraint in the resulting render. Do I need to run some kind of simulation or bake it to get it to show up in the render? How might one get this to work?? Detbear
  11. So I see these options when I first installed A:M, BUT I don't know whether to keep them checked or not. Not sure what some of them are referring to. Thanks so much for any reply. Detbear
  12. One thing I've found (as on the above Space Man's legs) is that the "Spiraling" of the spline down the legs for instance is not Ideal. It doesn't have an end. Just keeps going all the way down.....round and round. I prefer to have individual spline rings. So retopo work(as grueling as it is) has a better result(AT least for me). But I'm sure this does benefit people who need something fast. So I'm certainly not trying to bashing it. Just my preference.
  13. Thanks RC. YES. You were right. I accidentally forgot to unhide the bones that I hid during "Auto assign Bones" function. So when I ran rigger, those were hidden, and the pelvis bone was the only visible mover. Thanks.
  14. I noticed that when I ran "Rigger" that it resulted in the "Torso" controller not moving with the body controller. Anyone else had this problem??
  15. I'm on Chrome, so that must be the reason.
  16. Hey everyone. I was hoping to download a version of V.15 in order to access TSM2 rigging. However.....when I click on the FTP link, I get a blank window. Does anyone have a way to access the proper V.15 version of A:M? Detbear
  17. Hey. That worked. I wonder why that's necessary. Strange. Thanks RC!!
  18. Hey all.... I can't seem to hear an imported sound(WAV) in the choreography. Seems like you could at one time. Am I missing something, or perhaps forgotten how to toggle it on?? Detbear
  19. Not sure if you can see the dark border, but when you try to make an advance composite, it really stands out like a "toon" render.
  20. Here is a jpg of the TGA results
  21. Here is a sample of the original render with all rendered together. And the second is a render using the resulting .TGA on a layer. Notice the dark border rim around the letters. That's hard to composite. The following has no rim because it was rendered without an alpha. The following has the odd resulting dark border: Hi Robert combined strange dark border0.tga
  22. I'm remembering also that for some reason the .TGA has a dark rim around the outer border that doesn't composite well when blended back into the same image. That may be some setting I'm unaware of though.
  23. I remember having trouble with this in the past, but I was hoping that it had been solved simply. When I render an image file from Hash as a PNG, JPG, or other, the Alpha channel doesn't export automatically. As a result, when I import the image back into A:M to be used in a "Layer", it has black instead of transparency. If you have an Alpha channel set in the render, it should show up in the image as transparent. But in an A:M render this is not the case. Am I missing something. 1. Render an object as a PNG with "Alpha" buffer set on. 2. Import that image back into A:M and create a layer with it in a Choreography. 3. Does the transparent area show up "black"??? 4. In my opinion, it should automatically have the transparent Alpha channel working....Right??
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