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Hash, Inc. - Animation:Master

Prometheus666

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Posts posted by Prometheus666

  1. I am trying to make a cartoon guy with the constraints I want, and to make it work in the .X format using the obsidian games plugin.

     

    So far, I have a leg with a foot that I am, slowly but surely, getting to work in the directX format. I got it to jump, to wiggle it's hips from side to side. This works in .x too.

     

    but when I made an attack action with the hips moving forward to hit, the feet move wildly out of place in the .x version of the animation. This problem also occurs when I bake the action. It moves in exactly the same wild way when baked as in the direct x version.

     

    I figure this is a problem with hash, any idea how to fix it?

  2. I would use v11 except that I can't seem to get the .x exporter to "plug in" to v11, just 10.5. Still, I should be able to access that dialogue somehow. It is a part of 10.5 right?

     

    It didn't make any difference with a regular bone as opposed to a null bone.

  3. you have to go into the "Customize" menu and drag it out onto that bar.

    How do I do that?

     

    And I don't know if it has to be a null. I'm probably opening a big can of worms but, what is the difference between a null and a regular bone anyway?

  4. Right now I'm just learning AM along with the .x exporter. I'm the artistic half of a two man amateur game outfit. For the most part I'm waiting for him to finish up with our second game. We honestly don't know what the game engine will look like, we'll choose whatever turns out to be easiest for us, so I've been making models that port well to .x and are low rez and giving them standard animations like attack, being hit, etc.

     

    So far this is the only problem I've had with my rig. Fan bones port over just fine for example. In fact, the motion of my fighting stance is great, it just doesn't move along the right axis.

     

    Am I really going to have to animate without moving the hips? The hips are what it's all about!

  5. I'm trying to make a fighting stance animation and export it to a .x file. I was having problems so I decided to make a model http://www.softcom.net/users/euclid/modeling/XRig.mdl to just work on this problem until I figured it out. I gave the model a rig like the one in the "AM 2002 A Complete Guide", and I also added a Null bone a the root of the hierarchy as is suggested at the Obsidian Games website http://www.obsidiangames.com/support/amxte...incorrectly.htm. The animation in AM http://www.softcom.net/users/euclid/modeling/XRig.act works just fine. The pelvis moves back and forth and up and down while the foot stays in one place. The foot doesn't rotate like I want (I want it to not rotate at all) but I'll fix that later. But when I export the animation http://www.softcom.net/users/euclid/modeling/XRigAnimation.X it's the foot that moves and not the pelvis. I tried to move the null to compensate but it just wiggled in an even stranger fashion. Just for a lark, I tried it with Thom as he is currently rigged and his feet would slide visibly. I tried to follow this tutorial http://www.mnsi.net/~rkerr/3D/realtime.html which looked promising but it didn't seem to work for me. Of course that could be because I couldn't find any way to select "all filtered channels". There's a picture of the dialouge box in the help file but I couldn't find it anywhere else.

     

    Just how am I going to rig a model so it will do what I want in the .x format?

  6. I'm at the point where I'm making ik constraints for the toe and heal bones to there respective targets and then I read this sentence:

     

    "Turn on the supports limits and damping property, ensuring that the Aim At cannot pull the toe away from the target."

     

    I can see the support Limits/damping in the help file but not in the properties window of that constraint. How do I turn it on? And could anybody explain exactly what it's for?

     

    Constraints are kinda hard.

  7. This thing merits as serious a criticism as I'm able to give. And just in case, WARNING SPOILERS!!!

     

    Bad Stuff:

    The ship chases seemed a bit too slow, and ship movements a bit stiff at times. Some of the 3D walking animation was pretty bad. The movie could have used better costumes, though the assisin's gear was a pretty clever use of paint ball gear, as has been said. The acting was a bit hokey, especially the corasant police.

     

    Good Stuff:

    It totally F**king Rocked! This defintely should get that Star Wars fan film award. The script seemed more in the vein of a good star wars movie than the last two Lucas made. Everything about it was sooo a Star Wars Flick. I guess you'd call it the editing between the various actors was superb, especially the last chase scene between the various pilots. That chase scene played just as well as dog fights in the actual movies. The best acting, by far, was the guy who played Boba Fett, who F**cking nailed it. That guy was Boba Fett. All the fighting scenes were awesome, both the Animation and Choregraphy. And, while I did complain a bit about ship animation, it was really good and had some choice moments. My favorite ship combat moment was when the assisin shot his way through the police, closely followed by the moment he ejected out of his ship on a cycle. Man, I'd love to see what you'd do with a real budget. I am eagerly anticipating your next flick.

  8. I'm definitely going for the budget mic. I'm just starting with 3D so I don't really need something totally professional yet. But I'd like to avoid my shorts sounding like total crap. I'd prefer something under $50, though I'm willing to go to $100. I was thinking that I would record directly to my computer. My soundcard was made last millenium, so I guess I could buy a new one of those if it's really important.

  9. That sounds very similar to another definition of comics I know:

     

    "Juxtaposed pictoral or other images in a deliberate sequence, intended to convey information and/or to produce a response in the viewer"

     

    That's from "Understanding Comics" by Scott Mcloud. God I love that comic.

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