sprockets The Snowman is coming! Realistic head model by Dan Skelton Vintage character and mo-cap animation by Joe Williamsen Character animation exercise by Steve Shelton an Animated Puppet Parody by Mark R. Largent Sprite Explosion Effect with PRJ included from johnL3D New Radiosity render of 2004 animation with PRJ. Will Sutton's TAR knocks some heads!
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Hash, Inc. - Animation:Master

Luuk Steitner

Hash Fellow
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Everything posted by Luuk Steitner

  1. This is why you should always save your tracked Zign Track projects. Just open up the project file go to the export settings, change the name and export the action again. In 20 seconds you can have the corrected action applied to your model. You also could just change the name of the bone in A:M.
  2. This would be mostly set up of the face and can be related to the quality of the video. Bendytoons's videos show better results concerning mouth shape. Zign Track does track the shape of the mouth, not only open and close movements. The new A:M Action feature that I will release soon can be setup to directly drive mouth shape poses. When set up correctly that can give even better results because for example you can make the lips curl on the mouth purse pose and other things like that. This can also be done by adding smartkin when you prefer to drive the bones directly by an action or BVH file. Once a character is completely set up and "fine tuned" it is only a matter of loading a new action and it should look perfect.
  3. I looks good. Did you hold your head perfectly still or did you eliminate the head movement? And, is the face controlled by bones or poses? BTW, I forgot to involve the enforcement values in the test version... Maybe you noticed.
  4. Oops! The cat's out of the bag now! Droevig, Luuk! Geeft niets Paul, no problem
  5. Hey Paul, you gave away the surprise! I will add reverse rotation options for the bones and change some more things. You really should try the poses. When you use the poses the expressions will never exceed the limits you gave them. The test I did was very satisfying. If you find some things I need to fix/alter let me know by email. Thanks! EDIT: I'm not sure you get the meaning of the pose functions. In short: create poses for your model and name them the same as you have named them in Zign Track (or use the default names) and set the range the same in A:M and Zign Track. Zign Track will now control these poses. For example; if the eyebrows go down, the action gives a negative value to the related eyebrow pose. If the eyebrows go up, the action will give a positive value the the related pose.
  6. As far as I know you can't copy and paste in the chor. Your scene is looking good so far. Keep us posted on your progress.
  7. You have applied the material directly to the model. If you apply it to a group, only that group is affected by the material.
  8. If you're copying models with lots of splines and CPs A:M can get slow at copy and paste. You will also notice it will take longer to load your project file. This is why I always try to keep the spline count as low as possible. One time I had to wait for 20 minutes when I copied parts of a large model... If you want to use the same model more then once in your chor, it's best to place several shortcuts to the same model in the chor in stead of putting them all in one model.
  9. Luuk Steitner

    Beechcrash

    First, happy new year to you too. I think the video looks great. The beechcraft is a bit too small, but that's not very obvious. The smoke is what makes it look unrealistic, because of two things: 1. The trail has very straight edges. Maybe that can be solved by using less of bigger sprites. 2. The smoke rises too fast. The vertical force may be decreased to 50% or less of what it's now. Keep up the good work!
  10. That looks great! I like how you have used the upper eyelids as eyebrows, by deforming them.
  11. Maybe you need to update the drivers for your video card. If so, go to the website of the manufacturer and do a search for the latest drivers for your card.
  12. Changing your real time graphics driver might help. Go to Tools->Options, Global tab. You can choose OpenGL or Direct 3D.
  13. Decals are always shown in low quality in the real time view. When you render they look normal. If you want to paint your models, A:M Paint would be the best tool to do this.
  14. Enter the activation key only on the computer where you want to use it
  15. Wow, that looks great! I like it
  16. I have just launched version 1.1 Not much changes yet but two important fixes that shouldn't wait too long. I'll try to get the 2D exporter done a.s.a.p. and if things work out like I expect I have a nice surprise for A:M users in the next upgrade... (I'm not telling till I'm sure it will work )
  17. I'm happy you have figured it out Paul It would be nice if Hash made the action baking overwrite all keyframes. Would that be a feature request or an error report?
  18. I think I have a solution for you, don't give up yet. Make the parts where the dots are showing a separate group and give it it's own toon settings. Setting the toon lines thickness to '0' for example.
  19. As you take a look at the close up on the time line the jitter is very obvious, especially on the blue spline. I don't know why this happens but it definitely looks like a baking error. Time for a report I think. Do you still think baking is a good solution for the actions (if it worked OK)? Maybe we should forget about this and just same each action and BVH file with explicit names so it's obvious which action / BVH contains a certain clip.
  20. Can you show a picture of the rotation curve for the head bone in the time line for the baked action? And, can you email me the BVH file so I can take a look at it? If there's a problem with exporting the lip motion I need to find out what's causing that.
  21. If those areas are considered to be edges maybe a higher resolution displacement map would help, or maybe lower.... Maybe it's worth a try.
  22. This image is reduced in size. Are the black dots on the original render perfect squares or are they smooth? If they are squares it's a render error. I have had such problems in v14 some time ago and I was hoping it was solved by now. It might be something else tough.
  23. Maybe the jitter is caused by the error reduction while baking the action. You could check the spline shape of the rotation axis of those bones. If the splines are poking out between the key frames you know where the error is. I'm just guessing, I'm not sure if this could happen and if it does I think it is not supposed to happen...
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