Usually i just do stills, but soon i maybe will have to animate the work of a robot like that one:
[URL].......
I can do it just manually by moving the different parts of the robot according to the needs of the animation. But is there a way to automate/ease up animation of such a robot? Because the way that i do it is just quite slow and if i have to animate 30 robots which are doing different things it would take me a century.
what exactly I would have to do to this pic to not make the girl look so... robotly. I'm pretty sure its something in the eyes but it just looks sooo fake.
I'm trying to animate a 6-axis robot in Inventor 2012 Pro, which moves to about 10 different locations. I'm using parameters to drive the constraints to position the wrist, and I have several different positional representations with unsuppressed / modified constraints. When I try to animate between the positional reps in IV Studio, the parts just snap into place instead of interpolating between each location. Also, I have to manually enter the timing for each step, instead of just entering the max angular velocity of each joint.
Would it be easier to create the animation in dynamic simulation using a spatial joint at the wrist? I'd like for the positions to still be modifiable through the parameters.
I want to know if there is a way to edit the Face Robot layout? The buttons in the Face Robot panel to the right of the screen are too large. They don't all fit on screen. Is there a way to shrink the buttons so they all fit?
I just exported the animation rig option from Face Robot to dotxsi. When I try to import the dotxsi to a new Softimage scene there is no animation. What am I missing?
I am trying to find a workflow between face robot and 3ds max and so far I haven't been able to find one.
My investigation has led me here;
[URL]....
I am looking at purchasing point oven but in the meantime thought I'd try other options.
I looked into the "send to max" in the file menu but this doesn't seem to be setup for transfer of meshes more to do with particles?
[URL]...
I have used crosswalk and it will transfer a mesh but no textures and it will only transfer simple animations such as scale keyframes but nothing with regards to facerobot. The best result I've seen so far with crosswalk is that the face will be exported along with a morph target set but the morphs do nothing and all bones come in as dummy object with simple skinning. Not ideal as it negates the benefits of using face robot for implementing face capture into the pipeline.
I have seen the youtube video from Blur Studios explaining their workflow with facerobot on dantes inferno but they don't go into any detail.
UPDATE : Found out that crosswalk does not support facerobot transfer with any version of max.
Most of my experience is with Maya, but I am using Face Robot for the lipsync feature. I've now imported a c3d mocap file into Face Robot to animate the eyebrows and head motion.
This works very well, I use the adjust feature to tune out the motion I don't want (jaws, lips etc) just leaving the rest.
Great, except if I enable head rotation in the Face Robot c3d options, the neck rotates 90 in the X and 90 in the Z axes, effectively twisting the neck and contorting the head into this position. The rest of the animation (including slight head rotations) works well.
I noticed that the c3d file is not facing down the +ve Z axis in Face Robot or MotionBuilder. Is there a way to change this? I've tried manual rotation of the c3d markers, changing in MotionBuilder and re-saving the c3d data. Nothing works.
The c3d mocap comes from the new Face Shift Studio program which captures data with a kinect sensor, but it is the same with other c3d files I have downloaded.
I am working on 2 Axis Robot dynamic Simulation. It is suppose to lift weight up by 22" travel horizontally and bring down 22". My input is positions (I noted down angles at four corners for both arms and used them in Input Imposed Motion.) In the simulaiton run, movement is not in a straight line. It kinda moves in a curve. How can I get it perfectly straight.
I'm building a robot, and I have taken all these picture of metal objects in my city, but now I want all of my metal pics to be copper. What is the easiest & fastest way to take a image that is metal and make it copper and still retain it's texture?
I am wanting to draw lines from gun setup to the back sight, and then from the gun to all the radial shots that were taken from that setup. I would like to do this as automatically as possible. (i.e. a bunch of radial lines from the gun to each individual shot from that setup).
Our raw files are in TDS format. I could do it manually by using the transparent command 'PN, but I would have to draw a line from the setup to the shots individually.
Otherwise, I could write a lisp that asks me for the setup pt number, and I could give it a range ot pt #'s and have it draw lines from the gun to each of the pts in the range. (that is, if 'PN works in lisp).
I've seen the tutorials about using an Audio Float Controller to move a speaker cone but the sync with the music is "Meh" at best. Pretty much just animates it depending on how loud the music is at that given time and just shakes the cones wildly. Has anyone ran into a script that will follow the audio wave form more closely and would be able to distinguish and filter out just the low frequencies to use for a sub?
I guess I could make the cone vibrate back and forth and then when the bass "kicks" I could manually push the cone out at that given time. Seems like alot of blood, sweat, and tears though.
We've been asked to create an animated map, of sorts. Nothing on the map really would move, but sections would start one color, then highlight and change to a different color. I'm assuming the ideal deliverable would be a HD quality movie file that they could slide the time marker back and forth to see different levels of progress.
Imagine you're trying to show a highway repaving project that will take a number of years to complete. You start with the whole highway where nothing's been repaved. Then, the first year's repaving highlights and then changes color to show that it's been repaved. It remains the new color. Then, the next year's repaving highlights and then changes to the repaved color. This continues until the whole highway is shown as repaved.
I can't imagine Map3D not being able to do this, I just want to search out the best way before we get started. Worst case, we save out a whole bunch of map images and assemble them in some other software. But it seems like Map3D ought to be able to do it.
At the moment I animate the weight from 0 to 1 and vice versa over a frame, but when I reopen the damn scene its all wacky. What the heck is going on here?
I tried to install ET PickUp but its giving me an error to do so.
I'm trying to animate a camera lens to go from 11mm to 24mm over 200 frames. When I animate the lens and run the animation it goes crasy and gives me silly results.
The idea goes like this: I want to animate a set of pipes where the top half of a pipe will become gradually transparent (invisible) in the middle of the animation, allowing users to see the liquid flow inside them.
So let's say we have an animation consisting of a total of 300 frames. On frame 100, the top half of the pipe will be at 0% transparency. On frame 101, transparency is at 10%. On frame 103, transparency is at 20% etc. This goes all the way until the transparency is at 100%, where the liquid is visible within the lower half of the pipe.
I am working on a small animation for a piston pump. I have managed to get the shaft and piston head moving in the correct motion using an expression controller and now trying to get the arm part to work in sync is causing me problems, it just seems to be largely out of place. There is probably a simple solution for the problem although as I am new i am still getting to grips with the software. I have attached a file for the scene.
The attachment feature doesn't seem to be working therefore i have uploaded the file to this link:
I'm using 3dsMax2011 and having an issue with ProBooleans not animating over time when rendering. I'm using a curved box to subtract from a curved object. If you scrub the timeline and render a single frame it displays and renders just fine, but if I render over a range, say from frame 115-160, the boolean never works. I've Started from new, Deleted the old substracting mesh and redrew Merged objects into another scene created new Boolean test with new objects but nothing seems to work.
I need to animate a butterfly in 3D. I created the wings with 2 identical shapes. I animated the wings flapping with the rotation tool. So now I have a stationary butterfly that's flapping its wings. Should I animate the butter fly on the same comp or should I create a new comp and import the butterfly into that new comp? I tried to animate the butterfly moving in a new comp, but it's difficult to work with because you're animating the whole comp, meaning when you select the butterfly, it's the whole comp you're selecting, not just the butterfly. This makes it difficult to work with.
I have an image and I would like to animate it's transformation into a skewed and distorted shape, e.g.: I'd like to show the steps of a rectange being distorted into a non-isosceles trapezoid. Is this possible?
I'm trying to create an animated .gif, the tutorials make it sound easy, just one problem, I can't find "Animate" in any menu. I am using Win 7, PS CS6, not extended. Is this available only in the extended version?
i am animating film footage in Photoshop Cs6. i have used the paint brush tool to draw an image over my film, which works nicely. but i have to do this frame by frame--e.g. as i move to the next frame, what i draw is gone, and i have to reanimate every frame. is there a way to hold what i paint in one frame on to the next, so that i am producing a progressive image over the film?
Just trying to figure out the best way in animation a block of stone being chiseled away. So the stone would be chipping away piece by piece, one after another. Is there a way to treat a polymesh so that peices can break off of it in a controlled manner? I have tried pro-boolean but it is not to effective for multiple pieces.
Win7 Pro 64bit I7 3680 6 core 12MB cache w Corsair H80 liquid cooling ASUS P9X79 32 GB DDR3 NVidia Quadro 5000 3TB WD
I have an arrow following a circle spline using Path Deform Binding (WSM). I want a light to be placed just ahead of the arrow and follow the same circle so it lights anything in front of it (Which is what a light usually does) but I can't fugure out how to do it. I tried the same Path Deform Binding modifier, and I tried the select and link to the arrow, but nothing works.
I need to animate removing material from the outside of a wooden bowl. Here is a video of what I'm trying to do: [URL]......
I've been using a Boolean difference, but I keep getting weird errors, such as random polygons being deleted and the entire bowl disappearing.
The original bowl was modeled in SolidWorks and I've tried importing it directly into Maya using a plug-in and also saving it as an .fbx in modo then importing that. Neither way of getting the file into Maya has worked.
I want to animate the pf source but when i click on the Auto Key button for animate it, the ticks are don’t move, only the logo of pf source are moved.
I want to animate my clock hands backwards but i have tried to use the select and rotate button from the use selection center(centre)then turning on the autokey but it's not working the handles don't stay aligned.