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Hash, Inc. - Animation:Master

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Posted

Well, I haven't posted here in a WHILE, I just started using A:M again recently. This is a character that I've been working on, keep in mind that I don't have much modeling experience; I just got A:M on Christmas and haven't used it in a while like I said. Comments welcome.

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Posted
It's a perfectly cromulent word.

From Websters Online Dictionary - The word you've entered isn't in the dictionary. Click on a spelling suggestion below or try again using the search box to the right.

Did you make a funny? :blink::lol:

Posted

This is a really nice looking character. Very good especially since you haven't been doing it so long. I look forward to see him animated. He has a lot of character.

Posted

If "cromulent" isn't in your dictionary, you need to use an enbiggened dictionary.

 

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Version 12

Windows XP

ATI Radeon 9600 Pro

 

:D Hey you be quiet, you use ATI Cards, hmpf. :P

Posted
Hey you be quiet, you use ATI Cards, hmpf.

 

Heheh. Only at work. At home I use the vastly superior Nvidia cards. They actually have driver support.

Posted

I've had trouble with rigging... I put bones in the arms, and it looks fine in model window, but when I go to an action, the arms are all messed up and facing forward and the bones don't work properly

Posted

Rigging is tricky business - Assuming you're using the 2001 rig? - if so, and you are following the tute in the art of animation master ? (highly recommended) - then the placement and orientation (especially roll handle) of the bones is usually why things get messed up - the model should look good in the modeling window as the bones have no effect there - it is only in the action, and chor that the bones & the constraint poses take effect.

 

Without seeing an image of the bones, and your hierarchy - it would be impossible to suggest a fix...

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