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Everything posted by Madfox
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I have made some more last years. So let's get on with the fantastic posibillities of Animation Master!
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There is a "Submit Reply" button at the bottom of the toppic. As soon as you push it you will be able to "Add Files" or "Other Media".
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Found it! "Once upon a candle" Yes, really marvelous! 😚
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I'm searching for a toppic on this forum that had a wonderful animation of a "dying" candle on a secretary with a letter and feather. Searched all over the place but could not find it. Anyone knows what I mean or where it is?
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I use AM16.0c so v.19 is not my area. I upgraded to v.17 but it tends to crash more often. Yes, I wasn't sure first time. The enforcement can be typed by number, but the start position of the percentage stays on 100%. It has to be forced to zero. Maybe reason why this nestled error stayed that long hidden. I had to repeat the handling twice before I understood the failure.
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Well.., that took me more research than I'm used to, but as this silly, stuborn error didn't chase me after all my selfmade models I would have let it at rest. Just found the TMRigger wizard and that has a lot in commen. The thing I had to do was to open the relations directory as you said. In the forearm relations the Euler limits for the right forearm (the right one) is : minimum y -179. The left forearm Euler limits were : maximum y 179. After changing left forearm Euler limits maximum y 0, and use : minimum y 179 , the model responds as it should. Now both forearms change in all three directions. I think it is an "error" in the 2001skeleton.mdl I had from the start. I remember seeing correckted 2001 rig models, but I had only the one I had downloaded. The file should be uploaded correckted. As I'm saying.., I had to double check to see how I did it. --- In relationship => Rig relations => Setup Relations => IK Arms relations : Euler limits => Enforcement => 100% : Turn to 0% . It seems as turning the maximum y to 179 in the number screen is not enough. I had to manually drag down the poseslider from the start in the percentage window down. left forearm => Euler limits => LockOffsets : Turn Mininum Y => -179 to 0. Turn Maximum Y => 0 to -179. --- Last things always slip away. Am2001skeletonrig_coreckted.zip
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It is the 2001skeleton.mdl itself, as I have downloaded.
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Yes, I'm aiming at both forearm bones. Why does the left one on screen (right forearm) bend in three directions and the right one on screen (left forearm) only on z axe? I accidently wrote calf bone, but I meant forearm.
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Seeing the results give me things to remind, like timing, exaggeration and second action. Some actions take too long, others are too short. Maybe it is a question of feeling. Thing is that construkting and observing are two different states of mind.
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I wanted to return to the subject of the 2001skeleton.mdl and the "error" I thought to experience. It looks as if the right calf bone does turn in the x y and z axe. The left calf does only turn on y axis. Aside of the fact if an arm should turn only on y axe (mine does three, beside backwards) it seems strange that the right bone does and the left won't . I searched somewhat deeper in the relations and came to the point the statements of both calf bones are different. The right has an euler box with a + sign, and the enforcement is 100%. The left has an euler box without a + sign and an enforcement of 0%. I have no idea why these are different, changing them in the same parms won't help the blocking of the left arm.
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I was a bit confused, as the model ant has a stride function. But then it seems rare as when I first import them to the chor window the repeat option was there. Then I thought it had to do with too much actors. So I added the same walk action to one of the other ants, and the repeat option just showed up. Back to the other one it was not there, but in the chor window there appeared only one pose cycle before freezing. Saving the work and closing, and reopening it brought the window back with the repeat option. Maybe it is a screen refreshment problem, maybe not. If I think of another unfinished project ready, this would be it.
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It seemed I forgot to turn off another smoke emitter, before I start rendering on a part of the choreography. Me donkey. Things change a lot after saving the choreography. Now I have this strange error, while finishing the last part. After deleting a model, because it had changed all pose actions from the beginning ( site effect of making a small pose change in a pose action of a choreagraphy) I needed the same actor again. In this case, I neede the ant fall down in a stand pose, and end with a walk pose. Normally this is done by dragging the action to the choreography folder. After having added all actions, suddenly the last added action won't give me a repeat function (?!). I don't know what I'm doing wrong. It is the excact way of the two actions I added before, but for some reason the window is changed. There is no repeat function, only a cycling length and hold last frame. What happened? Nevermind. Bad screen refreshment. It works OK.
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I'm taking the chorechraphy after eachother. Now as the rendertime for one frame has come to 4 minutes, I decided to render them to tga. This way I can stop the rendering, while avi gives a better result. It only takes longer, 6 a 7 houres for 20 sec. While doing so I came to a strange rarebit. After finishing the last choreography of 32 seconds, I had to go back 10 seconds to change to evoluation to the end. So I started renderering at 22 seconds, and then tga frames get this rare glow from down under the feet of Pink Panther. No idea where it is coming from. Here is a march22 from the last rendered avi compared to the march603.tga sequel starting on 22sec01 again,