eptigo
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Posts posted by eptigo
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is there a decent tutorial for applying decals onto a model, i dont havStart new topice am paint so ...
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ya, ud think so wouldnt you
however the way the default rig is set up
if it were just the kinematics constraint being switched off causing the problem
then wouldnt it effect both arms, and not just the one?
anyways nvr mind i found the problem
it seems i had another bone called "scale bone"(or something) that the lower arm was attatched to
as opposed to being attatched directly to the upper arm
i must have been playing with one of the AM tutorials, (something about scaling)
that set off the attatch to parent option on the lower arm bone
and ended up accidently saving/using the wrong file
(not sure if anything i just stated made any sense
at any rate i got it fixed
thanx though ^^)
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normally i can grab the end of my characters arm and move the whole thing
but for some reason, i can move one arm freely, and the other arm i have to move the upper arm of the arm and the lower part of the arm independently. its as if some option was accidently triggered, but i cant begin to guess how.
im using the default character build that came with the AM software. i have yet to understand how the build works, or how to reproduce a similiar rig
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i was trying to experiment with some facial expressions
i thought i could copy and paste the pose set on one side of the characters face to the other side of the face in the second pose
but i couldnt get it to work properly
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^^;;
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normally when i apply a decal to something it shows up in the modelling window
but this time around when i apply a decal
it doesnt showup in the viewport, but it renders out ok
whats the deal???
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what was the shortcut for turning off particles again
was it something with the number 8
and while im asking, might as well ask about the shortcut
that shows which way the normals are facing
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when i render my hair, i can see a black outline of my characters head in the hair, how do i get the hair to cover that up?
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i want to be able to make some cool anime hair
thought about using the hair modifier particle system thingy (havent touched the thing in so long forgot what to call it)
but i find that any type of particle has a tendancy to slow down my system by ... alot
so i was thinking of modelling the hair, but i cant concieve of a decent method to modelling good looking anime hair.
whenever i try to model anime hair, it tends to come out wierd and boxy or something
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ok, ya all valid points
some buildings im going to be going into, but some im not
for the ones that i am going into
how do u use boolean?
is there a tutorial for it somewhere?
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i dont know for sure, still a bit of a rookie myself
but from my pov
it seems like there might be a problem with the action
like its not compatible with ur rig or something
try making a new action from scratch
(hee hee hee, his face looks funny ^^)
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im having some trouble with my model
i was studying the dynamic constraints
when it occured to me perhaps i can use this for a skirt
when i tried using dynamic constraints with the skirt, the skirt kind of ... uh ...
i thought that it might have something to do with the object collision settings
but even tweeking those didnt seem to have much of an effect
i could just turn off object collision, but that would kind of defeat the purpose of using dynamic constraints to get the skirt to move around the legs
(i could use the cloth modifier which works fine on its own
but i find that when it comes into contact with another piece of cloth
it has a tendancy to go ... crazy)
plus i wanted to try something different, it was an experiment
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walls arent always plain and flat, (obviously) they tend to have doors, and windows, and various other accessories
if i initially build up my wall(s) with some type of simple grid, would that be a good way of preparing my walls for recieving an object (such as a door, or window)
this way i mearly edit piece of the grid of the wall to leave a gap for the foreign object
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is there a way to get a snake to slither across the ground or something like that?
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if i wanted to get my particle emitter to start emitting at a certain point in time id just modify the time in "Preroll" under properties for the particle material
but if i wanted to get that same emitter to stop emitting at a certain point in time, how would i do that?
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ive been having some trouble adding control points to a line lately
sometimes it works just fine, but sometimes i just cant select it, or add to it
why is this?
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well what if i want to add doors or windows to the thing, is there a fast and efficient method of doing something like that that i may be missing?
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thing is, im uncertain what the final layout for my city scapes going to be. i wanted to put something together for a comic right, and i just needed certain scenes for certain parts of the comic know what i mean. just specific settings
with that in mind i probably dont need a whole city right?
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i wanted to build buildings, and rooms, and hallways and stuff like that
now for the avid user, this is probably a simple thing to do.
but for an eternal noob like me, its kinda awkward
i dont know a good method of doing things like this.
can someone point me in the direction of some tutorials on subjects like this
i was hoping to build city scapes and building interiors, and things like that
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I tried to do some research on my own but found little to nothing
call me blind or whatever but, guess i just didnt know where to look
in the previous versions of AM a new set of particle systems were introduced
and the cloth material as well
so i was wondering, whats new in the latest version of AM?
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i wanna make some decals, but not know where to begin. guess i suck at that ;;
all this time ive been trying to use photoshop to build the stuff, but ive been wondering
wondering if theres a program i could use to paint the materials right on the model, that would be awsome
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got it, thanx : P
applying decalsStart new topic
in New Users
Posted
putting art on is easy
making it look good, look seamless, this is what im having trouble with