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Hash, Inc. - Animation:Master

detbear

Craftsman/Mentor
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Everything posted by detbear

  1. Love it....Great lighting too. Cool animation. You can use that character for some great future projects I'm sure.
  2. 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.
  3. And of course, the inner sub development: Wyboo Sub Periscope A.mp4
  4. A quick spin of Wyboo Character 45: Wyboo Character 45_.mp4
  5. 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
  6. 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
  7. 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
  8. Hey everyone. I know that I can "Mirror Constraints(which is an awesome feature)......But I was thinking that there use to be a "Mirror CP weights" function somewhere in A:M. But I can't find where that is if it's actually a feature. Anyone know where that may be? Detbear
  9. Robert. That is really sharp. At your convenience, Could you elaborate on some of the steps in the process?? I would love to learn those steps. Detbear
  10. 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
  11. 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
  12. 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
  13. 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
  14. 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
  15. Dhar,,,, I had a complete eye setup somewhere here on my posts at one time. They have occulus muscle following and such. I had it where one could download at one time, but I'm not sure where it was. I think Rodney downloaded it and messed around. It was relatively easy to "Frankenstein" it into an existing rigg. Detbear
  16. 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.
  17. 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.
  18. 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??
  19. I'm on Chrome, so that must be the reason.
  20. 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
  21. Hey. That worked. I wonder why that's necessary. Strange. Thanks RC!!
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