Forum Replies Created
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It’s a detailed pillow, relatively high poly count. And I was trying to make a pile of pillows, but having more than 1 soft body in the scene caused my computer to crash, so I’m dropping them 1 by 1 and making the landed pillows into collider bodies.
I thought it was going to take some time, I just wanted to know if there was a trick I might have over looked to speed it up.Nick Smith
\”So long, and thanks for all the fish.\”
http://www.anarkyanimations.co.uk
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Well apart from being rather long winded that worked perfectly! Thanks 🙂
Nick Smith
\”So long, and thanks for all the fish.\”
http://www.anarkyanimations.co.uk
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This sounds a bit more promising. I’ve not really had the chance to play with the MoGraph features…ever…so my knowledge in that particular area is low.
I’ll give it a go and report back!Nick Smith
\”So long, and thanks for all the fish.\”
http://www.anarkyanimations.co.uk
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Ok, so thats worked to a degree, however, it doesn’t copy the animation, just makes it look too rigid.
is there a way of setting it up so it does a cached animation?Nick Smith
\”So long, and thanks for all the fish.\”
http://www.anarkyanimations.co.uk
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That seems to have worked! Thanks ?
I didn’t know that you could drag meshes into the pose-morph tag. You sir, have blown my mind.Nick Smith
\”So long, and thanks for all the fish.\”
http://www.anarkyanimations.co.uk
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if there is one it should be on the Pose Morph tag itself.
On the Tag, in its attributes menu under the Tag heading there’s the choice of Mode, either Edit or Animate.
On the Edit mode you can set the points (or whatever you’ve selected) to their final positions, and in the Animation mode you see these poses as sliders to move and keyframe. (see below)Nick Smith
\”So long, and thanks for all the fish.\”
http://www.anarkyanimations.co.uk
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Hi,
Not sure if this is what you’re talking about, but IK is found in the Character>Commands menu.
As for facial setups, normally I use the ‘Pose Morph’ tag, which can be added by right-clicking and going to Character Tags.
It works similar to the morphing in Maya (as far as I remember) but instead of having separate objects all your morphs are stored in this tag and applied with sliders.Hope this helps!
Nick Smith
\”So long, and thanks for all the fish.\”
http://www.anarkyanimations.co.uk
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Hi,
From what you’re explaining I’m imagining a sort of ‘Jar-Jar Binks’ character from Episode 1, where he’s eating from Anakin’s table. Is that the sort of thing you’ve got in mind?
This is pretty basic, but I think it should be roughly what you’re talking about doing.Hope it helps.
The thing is to add a lot of subdivisions so it stretches correctly.
=]
Nick Smith
“So long, and thanks for all the fish.”
http://www.anarkyanimations.co.uk
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The problem isn’t the dynamics, I’ve managed to get that bit to work and move with the character. The problem seems to be that dynamics won’t work with Skin on and as soon as you uptick Skin the mesh jumps back to it’s position before binding.
Nick Smith
“So long, and thanks for all the fish.”
http://www.anarkyanimations.co.uk
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Yeah, but I was hoping to set up a sort of collision trigger to collapse the character. Doesn’t seem to be working.
Seems that I’ll have to do it that way.Nick Smith
“So long, and thanks for all the fish.”
http://www.anarkyanimations.co.uk

