Jump to content
Hash, Inc. Forums

entity

*A:M User*
  • Content Count

    895
  • Joined

  • Last visited

Everything posted by entity

  1. Thanks for that. I went to one. I did everything too fast, and wasn't ready when I graduated. I just want her to not do what I did. But I have faith that she is going to b alright. I did all I can do for now.
  2. My daughter is interested in going to college. She wants to learn character design and level design for games. I am just a novist designer for cg animation. I would like advice from people in the biz. (I'm going to teach her what I can. She's already getting better than me. I feel like Yoda in "Return of the Jedi".)
  3. My computer died and I haven't subscribed for years. Do I need a disk in the drive? Does a new subscription mean I have to start all over? I do still have my subscription serial number. Does that still apply. Its a long story, but 2 years ago I got mugged and had a fractured skull. I have a bit of memory loss. But I'm doing good enough now to come back to A:M. Miss u guys!!!!!! and girls!
  4. I have been down and out. Off the grid for a while, but I will come back in a couple of months. I miss u guys soooooooooooooooooooooooo much!!!!!!!!!!! I have no computer and no A:M disks, everything I had is gone and I was in a shelter for a while. Things are looking up now. I need a contact for MAAM. I live in North Philly now, so anyone close by would be nice.
  5. Hey... when is the next meeting... I moved to Philadelphia in August. I'm bout ready for a meeting... hopefully after the snow has been cleared away!
  6. It looks great...Did you use any Wizards for this? (AI/Font, or some type of rail extruding?) Never mind, I read the rest of this post... sorry... for hand modeling from scratch it LOOKS GREAT. A few items might need some bevels so they don't look CG. Mostly the parts that have hard angles on them. You are very detailed here and it would add to the realism of the final render, especially for radiosity renders.
  7. Hey, good to see you back here, Rich! Hey!! Cat-dude!
  8. I'm not Dre4mer, but I can give you some suggestions to think about til he answers you. As long as you assign the cloth cps like the body cps, and have all your cloth normals facing toward the deflector normals, and the distance of the cloth is outside the detection areas (or lower your Collision Tolerance in the "Chor>Plugin Properties>SimCloth") then "YOU B KOOL"!! Another good measure is to set the Chore>Plugin Properties>SimCloth>*Solver Precision* way lower than the default *0.01*. I usually use *0.001* As far as having it flipping too much... maybe doubling the cloths Bend Stiffness might work.
  9. Do you realize we all started on the forum a month apart from each other?>>> Vern in Sept. '03, John in Oct. '03, and me in Nov. '03!!! Just some trivia. John.... how you doing with picking some dates???????
  10. I'm not available those dates. November might be better for me.
  11. Eventually all of the lagging upon the previous bone causes A:M to multiply the computation for each bone down the line- not the most economical way to do it... the answer to making it computationally easy is to make all the treads orient and translate to the main tread bone, but with each next bone increase the lag by one unit (to make things simple: my unit= 1). You can adjust the unit to be anything that makes the treads fit next to each other better. My tread belt needs 36 treads to complete the link. I'm still working on a solution to the timing issue... and I'm close.
  12. This causes the timing problem... to compensate I'm going to try something to control the speed. I don't want to use aan expression... actually an expression could solve this whole problem. A brainstorm is needed here...
  13. Yes... the tread skips on the loop... and the timing is not perfect... I will be working on this again, but first I must work on the other two special rigs I've been trying to work out and it wasn't really my intention to work on this, it was just "happenstance" and I clumsily tripped into this idea. I have an I dea for non-penetrating armor rig and a muscle rig. I will be back soon.
  14. I was just experimenting with ways to use one bones movement to affect anothers and making a chain of wacky bones that move in all sorts of directions and ways... and it sorta just sparked in my mind: Tank tread movement is sorta an eliptical movement- if I can get a bone to move in an eliptical path (without using a path), half the battle would be over. The details and math I don't know, but visually I can speculate the angles and speed of things, which led me to Turn a bone at an angle so that the handle movement looks like an elipse. Now how do I get a bone to only travel in x,y of this handle movement? #1- child a target bone to that bone in line with the handle. #2- make another bone (tread bone) translated to the same spot of the target bone. #3- now you need translate limits constraint on this tread bone. set so the bone can move freely in (world) x,y movement but restrict z to "0". WOW the tread moves in an eliptical path..... but if I limit (world) y movement the eliptical movement is cut off by this and looks more like a belt that is streatched across two drive wheels. **BUT** we still need to have another bone closely follow this bone on the track (and many to follow that one too)- and the answer is simple: translate and orient a bone to the main tread and have it lag 1 in the orient and translate properties. then do the same with each tread bone you make... just translate and orient like the previous bone (piggy-backing). I've provided a *prj* file that you can look at or for observation. anyone that wants to take this and build on it you have my permission... try to post here or link to this post so all the info is available to people. Thanks. Tread2xi_0000.mov TreadTheory2.zip Tread2wi_0000.mov
  15. MAC!!!!! Your Back!!! With another mini-mac? OMG!!! You guys want to try a virtual meeting? Skype is the best way to connect. I probably will just need some notice in email and I'll be there... I'm working on DSP/TekNu right now. RJ PS- Mac- if you can get us into the museum--- WOWWWW!!!!---- I wonder how much that would cost?
  16. Hey guys... I know we have already discussed this in emails, but lets make it official... The meeting date is - 21/6/08 ! June 21,2008 ! Saturday after next Saturday ! 11 days away! Please, start preparing your data NOW! Presentations should be spontaneous, as usual. Who will be attending, and where are we meeting?
  17. I will be at the next meeting...physically! I promis! I'm sorry, but I had a ride there and then I didn't at the last minute and as Don and I found out later after the last meeting, the bus schedule is a little awkward and I'm not sure where all of the bus stops are in the area, because they are not marked on both sides of the road. I miss you guys, terribly! Vern- your ROR demo was ok... I was following along there, I still have a few more questions and I still want to "see" the code that was written by the program... I think it's amazing. But I couldn't grasp the editing part that you were doing because I couldn't see what was being edited, but I understood what was going on because you gave a very detailed discription of what was happening. Thanks. Don- Are you going to help with the opening sequence of TekNu... (the space background animation?) If so, you have total freedom. Do what you think will sell it as space. We can composit ships in later. Can you give us a sample of what you are going to do so we can see what you have in mind? (The animatic for TekNu is just a guide and any work done doesn't have to perfectly align to the way I did the shots... the camera position and length of scenes can be changed. Thanks!) Maybe sometime we could have a "virtual" meeting? Like when we haven't had a meeting for a long time and we want to fit one in between meetings?
  18. DJBreit: You are correct! I know what you are doing here. Also the advice the others are giving you here is correct as well. You are going for exacting radius of how bones interact in the physical world. Obviously, you have found a way to put this into a rig. New ideas are always needed for greater detail... and it is my assumption this rig would not be used for a cartoon character or anime hero... this rig is for realistic characters?
  19. Vern: Yeah. John: the 22nd of March
  20. That sounds like an interesting idea. That reminds me... I forgot to ask you guys for your opinion on something at the last meeting. Would you guys be interested in taking a crack at working on a short Star Wars fan film in A:M? We've all got our own separate projects that we are working on now so I know this could be tough but I've been itching to shift gears out of Mechadelphia for a bit and do something like this for a while now. What do you guys think? Star Wars??????????????? Are you kiding... ???????- I certainly would like to do that! Unfortunately, I hope I'm not the only one. I didn't even see your post in september! I would have answered earlier.
  21. The skirt is not simulated in the provided image... but all Tom has to do is to set the choreography settings and right-click on the chor then select- "simulate simcloth" and away we go! The skirt is meshed very lightly and grouped with the legs... with no weighting. Yes!... the freakin hands are difficult... I have this feeling that when I fixed the length of the fingers, I may have moved the fanbones into the wrong places on the fingers... I don't need to weight them because there are fanbones. Thanks all!!!!! This was a big surprise, and a bit scary, but I hope Hasbro goes forward with AM in all of there future advertising and products, wherever it might apply!
  22. It's not how long... it's how big! Better the right click on it and "save as". It was cropped in my browser. anyway... The movement is great... like it. The textures are damn near photorealistic. Can we see the rig/ mesh?
  23. Did you ever try using a Wacom tablet... using the pen is actually quicker for me, than the mouse and easier on the wrist and fingers... it's just like writing.
×
×
  • Create New...