Paul Forwood Posted May 26, 2005 Posted May 26, 2005 The attached QT file is a really rough walk cycle and is not shown to demonstrate how not to do it, even though you could probably use it for that purpose, but to demonstrate some strangeness to do with dynamic bones and particles in A:M 11.1g. This model has small dynamic chains in the shirt tails that hang below Woot's belt and collision detection is turned on. The first two paces are rendered with particles turned OFF so no hair is generated. The next two paces are rendered with particles turned ON and look what happens to the dynamic chains. Quote
oakchas Posted May 26, 2005 Posted May 26, 2005 perhaps, as his hair grows... he has a bit of a "gas" problem... hence causing the breeze in the coattails? At least he doesn't dis-assemble like donkey in shrek.... Charlie Quote
Hash Fellow robcat2075 Posted May 26, 2005 Hash Fellow Posted May 26, 2005 Very impressive... I always wondered how they did fart jokes in silent movies. Wonderful character, Paul. Quote
KenH Posted May 26, 2005 Posted May 26, 2005 Cool! Love the rucksack too. Don't know what's causing the problems... Quote
Paul Forwood Posted May 26, 2005 Author Posted May 26, 2005 Ha ha! Yes he does look like he ... uh ...had an accident. I think I've got the pelvic motion affecting too much of the upper body and the bend of the knees needs to be higher. Thanks for the comments. I really would like to get the dynamics working correctly though so if anyone has found a solution I would love to know how it's done. In the mean time I guess I could just constrain the flaps to a percentage of the thigh bone but Dynamics would be better I think. Quote
KenH Posted May 26, 2005 Posted May 26, 2005 Does the hair have dynamics on it? Maybe they're interfering. Might it be related to the Pre-roll too? Quote
Paul Forwood Posted May 26, 2005 Author Posted May 26, 2005 Yes. Dynamic hair with Object Collision turned OFF. Quote
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