sprockets Shelton's new Char: Hans It's just donuts by ItsJustMe 3D Printing Free model: USS Midnight Rodger Reynolds' 1950s Street Car Madfox's Pink Floyd Video Tinkering Gnome's Elephant
sprockets
Recent Posts | Unread Content
Jump to content
Hash, Inc. - Animation:Master

entity

*A:M User*
  • Posts

    895
  • Joined

  • Last visited

Posts posted by entity

  1. Hi Hasher gang,

    I just did a little work on the character I'm working on. Lots of work ahead, just chuggin along. Doing some refining of the rig and poses and adding some new poses-- (Finger bending-spreading/mouth shapes/ facial muscle moves). I'm starting to get tired of looking at him with no clothing on... so I guess I should be working on that soon. I don't know if I want to do full cloth simulation or try to do partial with a unibody structure. Any tips?

     

    *edit:

    Thanks MAAM user group for the suggestions.

    new_render1.jpg

  2. Other than that, I think we should close this thread. It makes no sense to keep wasting people's time and efforts which could be applied to other more urgent questions, such as "How do I do...."

     

    ;) Actualy, you may be asking a question that someone may encounter also in the future... all issues should be known, because any of us could possibly be going through the same thing at any time... that's why we are here for one another.

     

    Sure put a small project up. It would be interesting to see the results.

     

    I might lend a hand, too. ;)

     

    My hat is off to YOU, Gaetan, for making such a grand attempt at solving this problem. I don't think I would have endured all of that... without slitting my wrists! :blink:

  3. Well, my thought is that the large flaps under his arms are his back muscles (Deltoids I think?) All you would have to do is push them back a little so they connect behind the actual arms... this would keep your idea of way out deltoids and distinguish the shape of the arms where they are supposed to connect-- it's a back muscle so to show that it should be joining at the "back of the shoulder/arm".

  4. Well, if you restarted A:M and it doesn't happen again... your still using the same DLL's maybe everything is not loading the first time you open A:M? A:M doesn't seem to be calling all the rescources the first time around, but why would it wait until you save to call a DLL... I'm no programmer, but isn't that an initial DLL every program has to begin with?

  5. I was just reminding you that C-G is only 5 drives. My guess is they are mostly cd/dvd drives. But it could be a BUS problem. He'd be experiencing it in other programs too if so though.

     

    Yeah... that seems logical.

  6. Edit:

    I think the files, copied from the CD, are read-only. Have you changed their properties to read-write before trying a save?

     

    Mike Hart

     

    I've been following this thread and that is a very valid point.

    You can't just drag and drop... properties of file must be checked depending on what OS you have or what the actual set up of your OS is.

     

    For example: There are some areas of you drive corded off (By default) so you can't delete files in them like my "My Documents" file won't let me delete certain types of files if I drop them there... it's a part of the folders default set up... for people who don't know much about computers it's probably a good thing, but for users who know what they are doing, it can be a hinderence sometimes to come across these neuances of OS programming. This is just my experience... I got the computer that this happened on from my mom so she may have changed it herself and didn't know she did it... but the fact still remains that if anyone else has accessed your computer... there can be a lot of "changes" you are un aware of.

  7. If the character has the same names for bones and bones are in "relatively proportionate" positions... you may copy the pose and paste it into another character's pose... theoretically speaking. So you can do that, or use an action and cut and paste from that action! Isn't A:M pliable!

  8. Poses are made in a relationship window... but if you change something in the model window while you have the relationship window... I believe it becomes void and the constraints or movements made in that window are transferred to the action and are not saved in the voided relationship window... a possible bug... if that's your problem, close the relationship window before moving to an action window or making changes in the model window.

  9. Also... if you want your null that the eyes are targeting in the relationship to target in the chor., just make a new null and constrain the model's "null eye target" to your chor null, that way you only have one constraint and your eyes you won't have to do every time. actualy, if you have two or more characters in the scene you'll get tired of re-constraining both eyes for each character, so save the chor outside the project (un-embed) and use that chor as your starting chor and rename it each time you start a new chor then re-embed+ rename it in the project when you start animating.

     

    Hope that helps too.

     

    *edit: I forgot to say, I start with and empty chor so that I can create constraints there also that are chor related and save as a ~starting point~ so I don't have to redo it a zillion times... I guess you could too, if that works for you. If your animating many characters there it will help geatly.

  10. If you have the Action active when you are in a relationship pose... sometimes if you flip between windows after that everything you do in the relationship window will be transported to the Action in the PWS... whether it's a bug or not... it's good practice to close windows you don't need, because sometimes one window affects another--

    perticularly when you are applying constrants... If you need to go to the modeling window... just close the relationship window and reopen it after you add the bone or move it. I always forget to do it and find out later my changes in the relationship didn't change--- my action did even though I was in the bloomin relationship window!

    And keep your eye on the PWS... you can catch things before they become a problem there.

  11. John, you know I have great need of your render farm, et al, I will be done with all 15 of my characters around 2027 maybe in march or april of that year... will you still have the render farm then??? :rolleyes:

    I did a fix on the shoulders of my rig and eliminated about 30 fan bones now the shoulders only use 12 fan bones... but I still crash because of the textures loading so, on a tip from Vern, I will reduce the textures just enough before the details "I want" dissapear or become to blurry. The meeting really did get me to understand that if I was working on a network or with other users on a project, I must consider the volume of my characters also... patchwise, texture-wise, and rig-wise.

     

    Thanks all you "incompetent super-heroes" (Verns next movie?).

  12. In reference to creating digital actors, that seems to be the path I'm taking also. I'm setting up my "actors" in the same way... and people ask..."Why go realistic"... Why not? If you create a actor you can use them over and over again to tell all the stories you can concieve... as well as stories other people tell too... I'm creating a team of actors to tell any story I make, but if I happen to have 4 stories in mind, why not create my actors to be able to tell all those stories... You guys have just confirmed my notion.

     

    Thanks for the inspiration to go for it!!! And BRAVO, on all of your animations and tuts and stills... GREAT work!

  13. Found the solution:

    In the bone properties Boolean cutter was on off because I moved or changed something after the first time I turned it on... like dropped in the Chor.-- it reset itself to off... I'm an IDIOT for the second time today... you don't even want to know what I screwed up before this!

     

    EDIT: And it's only 8:46am here!

  14. In the bone properties Boolean cutter was on off because I moved or changed something after the first time I turned it on... like dropped in the Chor.-- it reset itself to off... I'm an IDIOT for the second time today... you don't even want to know what I screwed up before this!

  15. Hello,

    I've never used a boolean cutter before, but wanted to see how they could help me with an effect I wanted to try. I followed the instructions in the downloadable version of the 10.5 manual from hash.com, and according to the manual... I did waht I was supposed to do... so can someone help me on this? I may have missed a step.

    If you want to take a look at the proj file it's only 19KB in size... I've attached it below.

     

    Thanks!

     

    P.S.

    I'm also animating the boolean cutter to move along a path to "scan" across the object in the Chor. I see nothing when I render it all out.

    booleanslicel.prj

  16. Hello,

    I've never used a boolean cutter before, but wanted to see how they could help me with an effect I wanted to try. I followed the instructions in the downloadable version of the 10.5 manual from hash.com, and according to the manual... I did waht I was supposed to do... so can someone help me on this? I may have missed a step.

    If you want to take a look at the proj file it's only 19KB in size...

     

    HERE:

    http://home.comcast.net/~entity_primus/booleanslicel.prj

     

    Thanks!

×
×
  • Create New...