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Hash, Inc. - Animation:Master

Ramón López

*A:M User*
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Posts posted by Ramón López

  1. Oh, Yeah! I was reading that post in the past with a lot of interest for my part cause I always have dreamed with a 3D program that let you play with the sound in that way, ahhh... it'd be so fantastic that kind of automation for surround sound! Just like a videogame... But well, unfortunately the audio part in all this pieces of software is usually forgotted and/or very limited (although I've never could undestand why (well, I really can understand it (that's money, that's time, etc...) but it simply make me a "little" sad)), so I think we'll have to wait a lot of years, when programmers don't be able to make more realistic/quick renders, or more perfect dynamics, or anything and they start to be bored and... idle? Jeje, and start to pay more attention to this kind of "secondary" things, it'd be nice and if it be possible to be freezed until that day arrives I'll do it :rolleyes:

     

    PS: Hmmm, and I'm a little worried about that problems that you are talking about, really I have not tested the expressions method with more than one audio file so I had never noticed it... Now I'll make some more experiments to see; ah, and THANKS for your interest guys! :)

  2. Ouh... So I was right and this is something like a little bug/oversight? Well, now I know that I did the correct thing reporting it in the past, very well, I was not totally sure about that...

     

    Now... thank you very much to resolve my doubts, as you said it'd be great can change volume (or any other proper value property) over time clicking on that "Watch", just as I thought that it should work... I think that really could be a very good feature request to make life easier, cause actually we should use, in example, an expression attached to other animatable value or similar to get the same results and finally can result in a litte unnecessary mess? Well, not a priority as you said but could be cool...

     

    Hmmm, BTW... as you can see HERE now I still know how report a bug in "A:M Reports" site but I'm not really sure yet about how can I make feature suggestions, or is the same thing for both? Didn't think so, is it? So any help on that will be appreciated too, BYE! :)

  3. Hello! This one is an old issue about I have never asked before but always have "worried" to me, here I go:

     

    1.- As you can see in the picture, in a propertly like Volume (in example), if I click over the value, a number box appears waiting for a figure be entered and a little arrow at left appears too.

    2.- Then I press that arrow inside the little square and now I can choose between three options:

    • The "Arrow" (for Use cache or other action's value (¿...?))
    • A "Padlock" (for Constant value).
    • And a "Watch" (for Time-based value).

    3.- I choose the "Time-based value" one (the Watch) cause with this I expect/suppose it'll become in an animatable value propertly, is't?

    4.- But... then I make changes in the value over the time and any keyframe is created and the propertly is always the same in time :(

     

    So... I'm obviously misunderstanding something here and, of course, I want to know! :) Someone knows the truth about this (to me at least) little mystery? Well, I hope... And THANKS in advance if so!

    post-8502-1182971311_thumb.jpg

  4. Well, I'm not totally sure about nothing, but have you applied "Compute All CP Weights" clicking with the Right Mouse Button over the model in the Model Window? If not, I think you must do it for "Has Falloff" take the proper effect over afected CPs.

  5. We've never tried it but we chose this technique because many languages are supposedly available.

     

    HI! :) And... REALLY??? But I've never found any similar "Dictionary.dic" file in another different language... And I've been searching in all the ways that I know... even here in the forum it seems that there is no info about that, hmmm... Maybe someone reading this here have found some possible solution? Really I'd be very VERY grateful for any help cause it's a pity that SO interesting feature must be SO missed inside my Animation:Master...

     

    PS: ...American Sign Language? But... are you reffering to the same signs used by deaf people? Or I'm missing something... As far as I knew the ".dic" file only contains the phonetic pronuciation, isn't? Or... (surely) am I making a mess of this? :P

  6. The Dopesheet dictionary is from "sign language" and it has too many phonemes compared to the way a person's mouth moves. (We have been changing the dictionary a word at a time to make it better for the next Upgrade.)

     

    ...WOW! So you are working on it??? Ohhh... How I love that implemented feature! :D And how I'd like you were working too in different LipSinc languages possibilities... :rolleyes:

  7. Ohmmm... Very well, the simulation only afects to the SELECTED Choreography Action, I should suppose it, but seems that I was doing something wrong/messy with all that Chor Actions... Ah! Another thing... Someone said me that you can Simulate only the part that you want, I mean "from THIS frame to THIS other one, but I can't find the way (yet!) Well, let's see...

  8. HELLO! Somebody knows how can I choose which Choreographic Actions must be affected by SimCloth simulations and which not? I mean, if I run "SimCloth Simulate" it affects and modify all my actions and sometimes it overwrite those actions where I've make some manual CP animation, plus it take more time generating unnecessry simulations and bring other disadvantages trying to work with this "layered" animation" technique... Well, any clue about this? (I'd be very grateful :)) THANKS!

  9. HI! And, as always, thanks for reply :) ...Oh, I still thought about using booleans but I dislike the fact of they are not real time visible plus some other disadvantages in renders and integration of that "effect" that I read in the manual or in other place... Anyway I can't discard any possibility yet and all of them are always very welcomed, of course maybe with some other point of view of the same idea we can get something great, who knows... And about SimCloth... well, I'm now more inmerse in Surface constraints combined with Distort Boxes investigations, I don't know why, but it seems to me like a more reliable way of work, and due to the "simplicity" of my designs (and anyway I'll need use the special power of that magic boxes on it) maybe could be the most convenient solution taking into account all the peculiarities... well, now only left it works... :rolleyes:

  10. Oh, yeah! I tried it in the past but I really should try it again, cause for some reason it did't works the first time although I never could understand why... Why couldn't it work, ahm?? Well, as it was one of my first A:M experiments maybe here we have the answer, ehm... Well! Really now that I have get some little things be a good moment to try it again! Let's see... Although as you said that solution can result a little convoluted even for my taste, yes... and maybe for that reason I dropped it so soon, althought OTOH I liked that "solution" cause if it works you could see the changes practically in real time, so... definitely I think this could be the moment to take it again into account... Well, THANKS for extend the range of posibilities!!! And what a huge range, by the way... :wacko:

     

    EDIT: Jeje, after some tests I can see easily which could have been the reason cause it didn't work at the first time, lets say that... basically all it's a little more complicated (still) that I thought... I'll try some things more tomorrow cause now I really can't see the reason for it couldn't works, it seems that more bones than I thought at first it'll be necessary, well...

  11. ...THANK YOU! (again :)) Definitely that example is moving over the similar line of work that I want to get cause finally I'd like to work with flat 2D characters taking advantage of only one side patchs to simplification, so probably my slipping flat surfaces should slip over other flat (althought in the 3 axis deformed) surface, that makes that the use of SimCloth wins weight like a possible solution? Well, I don't know yet...

     

    On the other hand, the use of decals instead patchs in that way, hmmm... I bet it's a very good technique! But I'm not sure if I could work in that way cause I think I need animate in realtime and in the most "quick" way plus have the possibility of modify as easily and intuitive way as possible, get this won't be easy at first, I know, but that nobody will notice... however I think that if I'm not happy animating my characteres never will be and finally that will be noticeable... cause of that it's so important to me... Well, at least I'm sure you understand me cause I've seen your animation method quest over that Anime Studio characters so, as you can see, resolve the interactivity issue must be crucial to me too ;)

     

    Well, and now at least I have been investigating here and I've found tons of information about Surface constraints and related issues, now I know why I was not able to understand that Keekat's eyes setup, but I think I get it now and definitely that way wouldn't work to me... nonetheless all that I've seen about Surface constraints have filled me with a little feeling of hope, it's not perfect and we knew, cause it adjust the entire object to the surface instead the individual CP's of it, but it woks even over animated surfaces as well as over very low CP density surfaces, I think if I finally get conbine both, Surface constraints to resolve the main task and SimCloth for little adjustments, I could have something... the worse thing is that it seems that you still have tried it and it only can be ALMOST perfec, I know too... Uf, but I know myself and I'm sure I won't rest until I see it with my own eyes :rolleyes: ...Well, now I'll continue investigating, THANKS & GREETINGS!

  12. oOhhh... That damned IE back arrow button <_< ...I had wrote almost a whole large post explaining a lot of things about all this issue but I've lost it accidentally in less than a second :(, with the hard work and time that takes to me try to communicate me with you guys... ahhh...

     

    Well, HI! Of course one thing that I remember have written there was... THANK YOU to all!!! :D It's always a great relief to know one is not alone, yeah... And another thing was... Ey! Heyvern, you don't only understood e-x-a-c-t-l-y what I was meaning but you explained it better! It seems as if we always be fighting for the same (or very similar) purposes/interests! Hmmm, maybe that could have been the cause for we "crashed" at first, jeje... well, but I'm a little more happy now that it seems we don't have to be... enemys? :) ...Ah, the other thing, well, and as you Rodney says, since probably the feature with I (and Hey) have been dreaming doesn't exist and probably/unfortunately won't exist in a near future... I have been looking for different solutions and I have started for study again that Surface constraint just in case when I did it in the past I missed something, and well, it seems that I'm missing more than that, cause now I've not be able to find nothing on that Pupil and Eye KeeKat's bone Constraints/Relationships/Poses (apart of the typical Aim At "Eyetarget" constraint, of course) that cannot explain why the pupil follow the Eye surface and changes his size and direction accordingly of the position over the Eye be... And I have been searching for all the hierarchy but no way... Well, if someone has any clue about this I'd be very grateful again...

     

    And... the last thing that I have been thinking is why (when I can undestand'em) don't treat to mix the two techniques? I mean, the SimCloth has the inconvenient that can't be simulated in real time, while Surface constraint has not this problem, what about if the bone constraint be on charge of make the entire flat object (the eye in this case) be translated over the other surface (the head) in a "rought" way for real time and animation purposes and once that be done you always could run Cloth simulation for automatic surface/CP level adjustments? Well, as I said it's still only a thought and I must study more cause all that features are still a "little" mystery to me...

     

    Uf, what a post, definitelly a little more large than the previous one :rolleyes: Well, sorry and thank you again for your time and dedication, you don't know how much important this is to me... GREETINGS!

  13. Ey, Hey, HI! Yeah, it's me :) I saw you here a time ago but... well, as I thought that you hate me :rolleyes:

     

    ...Jeje, well, THANK YOU very much for your post, really I have my eyes puted on that Distortion Box feature since I knew it existed cause it seems to affect CPs animation in a very "similar" way as a certain unpopular (but ESSENTIAL to me) script that I wrote for AS time ago, I mean it seems influence CPs motion in relation of his actual CP frame position instead his zero frame CP position, as I said it's difficult to explain to me here, but I trust that boxes will save my life in the future, when I really know how to use'm at least... uf, A:M is SO much huge to me compared with the other one, you know... Well, but although Distortion Boxes can help to animate surfaces (or objects) over other surfaces or objects during animation, really I was reffering to another diferent situation... that I need, in example, is can animate easily (and "careless") something like this:

     

    Imagine a big rounded (but not perfectly rounded) head with a flat big black eyes that must by animated slipping over that deforming head to look here and there, really I need a way to can animate quickly that eyes and it follow the shape of the head like if they was something like slipping "band aids", and all without worry if the eyes go through the head surface and viceversa independently the order of the animation shapes was made... Cause of this I thought in SimCloth too as a possibility, althought I have serious doubts about if that could be a real solution, cause, in example, Cloth simulation doesnt works in real time...

     

    Well, sorry for give you such a speech, but this is so important to me... And as I said, I remember that this kind of "subordinated surfaces" was easily achieved in other 3D softwares which I had experimenting in the past, so if someone thinks I'm missing something I'd be incredibly grateful if could open my eyes... :blink: Hmmm... well, THANKS! :D

  14. HELLO! Well, at first I thought that in A:M there must be some feature that let you have a proyected surface over other surface subordinating the last one to the first one, or something like that... ehm, well, I really don't know if I can explain it in english... but sure you know how NURBS works, isn't? You can have a curve subordinate to another surface so you can deforme that surface and the proyected curve automatically follows it and is deformed consequently... And well, as Spline systems are a little "similar" to NURBS in a certain way... I wondered if I was missing something and that feature can be done or even be emulated in some easy way with A:M, really it'd be SO useful in lots of situations...

     

    Well, at least I know that you can constraint a bone to a surface but I think this can't help too much, so what do you think? Maybe it could be emulated using SimCloth? It seems no easy and moreover I know practically nothing about Simcloth yet so... THANKS for/if any help! :)

  15. ...HI again! :D

     

    :angry: :angry: :angry:JUST MAKE IT 1 TRILLION AND ONE!!! (faked :))

    Jeje... Well now I can tell them that you force me ;)

     

    ...Hum, even could be that I prepare new and better faked sreenshots to make it more "eye-catching" :rolleyes:

     

    Who knows... they might be working on filter enhancements as we speak.

     

    ...HOPE! ^_^

  16. But THANK YOU for you time writing all that! :) And sorry for my late... Well, only to say that I think I understood all that you wrote ((I think...) although I must investigate more about that SDK part...) and well, maybe I'll keep my "Feature Request" right (...) to another one more important to me... As you say, there is no easy thing when we are talking about software addons/modifications and it seems that there are another easy solutions to make this feature more like I'd wish instead turn to developers... Lately I'm reading all the time that thousands of tRiLlioNs of that "Feature Requests" are filling every day the A:M Reports departament and... who knows if this couldn't be the last straw! :-S ...Jeje, well, as I said before thank you and I'm happy at least this feature be there (sometimes the PWS Window becomes SO huge! :blink:), although (as usually...) it doesn't be exactly like in my dreams :rolleyes: ...BYE!

  17. Ey, rusty! I had not seen your post, you boys are SO quick and I SO slowly... WELL! So we agree that this is a "little" GREAT feature and I wonder if it couldn't be (even) better if simply it be treated in the same way as other A:M windows are, I mean, in this way...

     

    post-8502-1176093016_thumb.jpg

     

    And with that simple "addition" it'd be possible avoid that problem with the number of possible filters... Well, I know I'm not anybody here (...yet!) but it was only a thought :rolleyes: ...GREETINGS!

  18. ...EY, Rodney! You always there!!! (Fortunately :))

     

    If you save a default project with the filters already in it you can reuse those over and over again.

     

    Well, it seems then that could be like a good solution, definitely I'll try it, THANKS!

     

    Filters can be created easily and are seldom used in dissimilar projects.

    Do you really want to save all your filters in every project?

     

    But preciselly for doesn't have to save it in every project I'll wish they can be keeped by the program itself... Basically I was thinking that in most general filters like Right/Left for bones and similar can be saved with the program and then you have the option to save in your projects those filters specifically created for that project... Hmmm, althought maybe the number of displayed filters could be a problem... but I suppose (suppose..) that could be solved in one or other way... (it's SO easy suppose :P)

  19. Hmmm... (HI!) Interesting "little" feature! But I wonder why is not possible to create a filter to stay there independently the open project be... I mean, if I create a new filter and then close A:M, it has automatically disappeared the next time I open the program if I didn't check the "Save this filter with current project" check box... Of course I'd like to have some filters always there but... it seems that I must create new filters each time I start a project? Hmmm... Or maybe could be a "little" bug(or Feature Request if not)? Hmmm, who knows... Someone? :)

     

    PS: I'm under v.13s, BTW...

  20. Jaja, but I only was refering that I like save in my disk everything I find interesting, I know that it'll always be here but I have that little quirk... So well, I try to organize it, but I have a lot of folders filled of treaths plus are divided in several pages too and finally it's a little mess and time consumming when I save... Now, I can save all that with a few clics and keep it join & entire! :D Well, not the most important issue to me right now, but a good opportunity to say that I LOVE all the possibilities this forum enclose, well... just in the same line of the software that it represents :)

  21. Hi, I have seen how in some occasions someone puts a link here to a printable version of some topic, and as I'm in the habit of save on my hasd disk as interesting theads as I can find, I wonder if won't exists a "Printable Version" of any topic in the forum and in that case how I could acces to it via on-line, ahhh... it'd save so much time and it'd be SO practice... Well, THANKS!

  22. Point the model to external materials (i.e. not embedded in the model)

    Then have two sets of materials; the one you want for final and a simple or empty one.

     

    ...Hum! Didn't thought on that possibility! Definitely I'll try it, I think that with a little of planification/organization it could be very practice, yes :) ...Anyway I'll continue missing that mentioned eye but "you can't have all (no se puede tener todo)" I suppose... Well, THANKS AGAIN!

  23. Ey, THANK YOU very much! I have been dragging the most weight materials in & out of the model as you said until now but I hoped another more quick, easy and less "destructive" solution were possible... After read you I have try to make a special "bucket" folder for each model to temporary contain the materials that I want deactivate in a more ordered way, but I can't put the material inside that folders so it seems doesn't work... Well, I hope you can find that little but usefull feature soon or I'll have to start to ask for that little eye near each material in the Proyect/Property windows... CIAO! And Thanks again for your quick and dedicate response :))

     

    PS/EDIT: ...Ah, and I'll study your last proporsal!

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