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Hash, Inc. - Animation:Master

C-grid

*A:M User*
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Everything posted by C-grid

  1. Which "delete" button on the toolbar are you refering to? I hope not the one with the two black scratches where the mouse-hoover tells "Delete (Delete)"... [EDIT] Point 4.5 will be delete the old geometry?
  2. I helped myself, after replies got deleted(the ones I did try sending). Great anger was given and once a project was ask to prove, on which I spent 2 days making, got deleted within a minute. I did quite some thoroughly 'research': I noticed 3 types of jitter: - Image-jitter due distance - Image-animated-jitter due dynamic applying the (decal-)image - Geometry-jitter, "flying towards a house without texture-applied" shows jitter in the model ps. The solution should be at Hash or through the TWO-project, dunno ps2. Rodney, if you didn't belong to the ignorent, you posted already 'settings' since the problem isn't 'hard to tell'(see your post).
  3. Yes, that's what I was afraid of..., where are your settings and solutions you gave that solved the 3 types I mentioned? The ones where an 'orangeskin' can't be an 'orangeskin' don't apply
  4. I noticed 3 types of jitter: - Image-jitter due distance - Image-animated-jitter due dynamic applying the (decal-)image - Geometry-jitter, "flying towards a house without texture-applied" shows jitter in the model ps. The solution should be at Hash or through the TWO-project, dunno
  5. I noticed 3 types of jitter: - Image-jitter due distance - Image-animated-jitter due dynamic applying the (decal-)image - Geometry-jitter, "flying towards a house without texture-applied" shows jitter in the model ps. The solution should be at Hash or through the TWO-project, dunno
  6. I'm glad you didn't read it with anger. (It wasn't enclosed when I sent it)
  7. Clone, before " spittin' ", did you notice the distiction between: A. B.
  8. Yes, when you use the 'Shag Emitter', sometimes refered to as 'the old hair-system' but when using the newer 'Hair System', you need surface(patch(es)). You probably want the 'Hair System' for foliage use, but I don't know which planet you're going to dress-up If you mean splinage-density, yes. Else if you mean more than one material, 'like another e.g. streak-material', yes.
  9. The problem could reside in: - A:M 10.5 handling the import plug - The .3ds-importer plug - A different version support of the .3ds-format specification - The way a .3ds-model is polygon'd as a start Things you could try: - Ask someone with a newer A:M to try the import of the specific .3ds-file.(Or upgrade yourself) - Check if there's a change in the .3ds-import plug version for A:M (Or different kind of format importers) - You could try re-saving the .3ds-model in another 3d-polygon program(try changing format-version) or re-save it in a different format like .obj or .lwo(I dunno if there's any importer for .obj or .lwo in version 10.5) - You could split the .3ds-model up, try to import it in AM and find where 'the boggle' is... A program closing in e.g. Windows, has todo with the program generating a general protection fault, this relates to a processor-exception or OS-exception(alot of times memory). The importer-intelligence has trouble creating and connecting CPs, makin' splines, is my suspicion, 'following' the 'flow' of the spline(s). A work-around for such models is maybe using the 'newer' feature Topology and re-create a leaner model for export. Knowing how to spline, is maybe the best answer You could take screencaptures for use in A:M to rotoscope and skip the topology-part. (You're model isn't a landscape, is it? )
  10. C-grid

    help

    TOOLS >> OPTIONS >> GLOBAL >> Show property angle ------------------------ CTRL+P
  11. I think he means the (more than one) auto created 'Untitled'-group after CPs have been selected.
  12. I made an example of how one could approach this... Niels Project1.zip example.mov
  13. It's done with the sculptures eye Niels
  14. I tried your project-file 'room.prj' with different 'ray-cast' settings, same problem as described in your first post. Niels
  15. More density will give you more hair, since 20 hairs look different on 1 cm than 100 hairs, you should make several hair-materials... small, medium and large. The standard hair material has 2CP and dynamic set to off, so experiment with more CP for flexibility and dynamics-settings. Niels
  16. You should report it, I don't know if it's a deliberate choice, but 'real-life' volumetric-light is nearly similar(not exactly) to 'regular-light-rays' when it hits a surface. The 'work-around' is to lower the fall-off value... Niels
  17. Other than the translucency and transparency surface-properties, I don't think there are other properties within A:M that will pass light through objects... Niels
  18. Haben Sie 'LightList' probiert? Niels
  19. If you gonna do what I think you want to do... Make more than hand, each one having more transparency, otherwise the speed might not show a hand at all... Niels
  20. If you don't want to use expressions: Make a new object with a bone, make an 5 step action, rotate Z 0,-90,-180,90,0 :Keep 5-10 steps between this steps... Set stride length, set the proper length(2.r.PI) and frame range. Make a path in chor, get the just made object and constraint it to the path... Now get a bone from the clock and roll-like constrain it to the 'one bone'-object(bone). Length of path and ease are now 'driver'... Niels ps. I didn't try any of this... ps2. The twelve-unit hand, would probably, be better of with a poser-slider...
  21. I made an example, the movie is rendered from one camera direct from A:M. Niels Project1_camex.prj camexample.wmv
  22. I see that you named the mirror-side of L Calf 'Right Calf', so indeed I ment Right Calf instead of R Calf. Niels
  23. I tried again to see when I didn't get it to work... - When using key-bone and I forget to select R Calf, it doesn't work... - When using key-branch and I forget to deselect any possible selected bones, it doesn't work... Niels
  24. I see in your project-file that you drive with 13q..., I also tested with v13q... Were any of the steps unclear to you...that you might have done it slightly different... Niels
  25. I do think it's a little perculiar that one has to select the R Calf first, since mirroring goes through boneposition against the original bone-placement in BoneMode... Maybe you should file a report... Niels
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