I have a camera with a path constraint. It seems I cannot access the key info dialog to set the correct interpolation for the curve. I have done this in the past many times but this is the 1st time I have done any animation in 2011. Am I missing something? When I right click on the timeline or in the curve editor the dialog box for the key types dosent appear ?
I have tried setting the path constraint controller to active and also tried with the bezier controller active.
When I save from InDesign (and only InDesign), I open the folder I need to save my file in. I begin to type the name of the company folder that this file needs to be saved in (there are hundreds). I am only able to type the first letter of the company before it begins typing over my file name. This has turned out to be a major annoyance for me and my coworkers because we may have 40 or 50 folders that start with "s" so we can only type in "s" and then have to stop and scroll through and read each folder instead of typing in the name of the folder we need and hitting enter.
I'd like to use an "NPT" Hole Dialog thread but it doesn't show up in the Thread type list.But it does show up in the Thread Dialog/Specifications Tab/ Thread type list so it's available.
I definitely have "NPT" in my Thread.xls & I have my Options/Files set to point to the correct Design Data folder.
I am trying to import thousands of pictures into Lightroom as I have a mess of pictures do to a long story...But basically I have probably 30,000 pictures in a bunch of folders that I want to import.
One issue I have found is that I don't want to import TIFF, BMP, GIF, or things like PNG. I really only want jpg files or jpeg files unless I stumble across others in another format I haven't found yet.
Can I set something during the import? I have searched the forums and internet, but haven't found anything that mentions this.
How to clean up a mess like this where I have 30,000 pictures but probably only need 10,000 as there are duplicates upon duplicates due to having to move the pictures around in a hurry as I had a mess in my basement during a storm a couple years ago.
i've a scanned image in a .ES0 file type format, and open in photoshop, i renamed it to a .raw file and tryed opening again but i've not really used raw file types before. I opened it up in photoshop with defult raw open setting and i managed to get somthing...
3ds Max seems to only alow .ies, .cibse and .ltli files as photometric file types - missing out on a huge swath of files - Eulumdat (.ldt) files, a standard used in Europe.
I understand that Autodesk is an American company and .ies is the most common format there, but a good chunk of my work here in the UK uses Eurpoean fixtures and there is a large number of .ldt files floating around.
I have got a conversion programme, I personally use OxyTech's Lightstar 4d, but really it's very irritating to have to manually convert dozens of different .ldt files so I can use them in 3ds Max.
Is there a plug-in/script/something so I can import .ldt easier?
Any other designs styles besides retro, grunge and vintage? Or is there any website with loads of different design styles. I wanna try and expand my design knowledge.
With Photoshop CS 6 the desktop does not recognize me and allows me to assign the correspondence file. For example, if I double click on a .psd file nothing happens. If I reconnect the program Photoshop to psd file manually, does not recognize it (as if I had not made the selection). While Adobe Photoshop CS6 Bridge point for each matching file, the associates, but when I do a Bridge by double-clicking it, I go into Photoshop without opening the file.
This means that I can no longer be Indesign edit a file with a simple click, but I have to go find the file at all times and I can only find it in Photoshop with a huge waste of time!
Is it possible to export only certain types of objects using mapexport? I know you can use EntTypes of "All" or Types" in the MapExport.ini file, but can you specify lines and points? I have experimented to no avail. I have searched for explanations for each entry in the MapExport.ini file in the documentation ...also to no avail.
I have installed Photoshop CS2 as a part of the Video Production Suite. I am having difficulty associating my image file types to PS CS2. Windows defaults to its image viewer and will not change in the Folder Options in Windows. How can I do this within Photoshop? When I installed from the DVDs I was not presented with the File Association Window, as the the Help file indicates.
Our template has many view types for floor plans but we don't need them all on every project. I know you can duplicate, but I don't see a way to delete.
How do I create simple wall types? I would like to create 2x6 and 2x4 walls with 7/16" OSB on them. I would like to see each stud when I going into 3D and I would like the dimensions to be from face of framing; not the OSB or centerline.
I would like to mimic the plan dimensions when I input the building into Rivet. Basically, I want to build a stick framed home so I can add the floors, walls and roof and then go into the mechanical and see how it all stacks out and is going to come together.
what are the differences among the surface types we can create?
I see we can use convert to surface command and have a surface made from the object which receives NURBS property. And I see we can command a planar surface, realizing it can't have a NURBS Surface for further changes.
when we thicken the planar surface, the surface goes off then, and it can be no longer selected ! what's going on with this planar surface, what is it for? why does autocad actually got a Planar surface?
At my work we have 2 different departments that uses a different type of simplex font. My department uses the standard simplex font and the other uses a customized simplex font. I need to make prints from the other department and its a burden to them for me to ask them to print out a drawing just because our fonts are different. Is there a way I can print their drawings with their font without it loading the standard font that's on my computer?
I have rigged a character and made it into a character set in which i have locked the scaling attribute , I have then saved this file. I have then referenced this file and and have done a walk cycle animation and saved this file. I have then realised that I needed the scaling attribute when I have added other parts of my scene. Is there a way to unlock the scaling attribute in my walk cycle animation file or will i have to go back and change it in the rigged file, create a new character set and do the walk cycle animation again?
In the timeline panel in CS6 EXTENDED, you have a video feature, where you can animate three things:
Position Style Opacity
What I would like to know, is: How can I animate rotation of a layer? I want to rotate my layer at an angle and animate it. But when I rotate, the first animation frame is also rotated, resulting in NO animation between the frames.
My current scene has 10 animation layers for a character, and seeing every f-curve from all layers, although grey and locked, when I only need to see the f-curves in layer I'm working on is really cluttering the graph editor. My current work around is selecting my active layer in the Layer Editor every time I select a rig control. Simple enough, but a pretty inefficient way of working. I can't seem to find a setting that allows me to just see ONLY the fcurves in the active layer. I imagine some of you out there may have hundreds of animations for a single game character.
I'm trying to animate a moving rope based on simulation data. I know how to import my motion data for individual objects.I've seen lots of tutorials where one uses simulations or soft bodies with IK in order to create a rope. how to use all these features and I want the rope to follow my coordinates exactly. I was hoping I could do something like the following:
1. create points in Maya which correspond to my data points 2. connect the points with a curve 3. loft a circle using the curve as a path in order to make a rope 4. move the points. due to History, the rope position is updated
Is there a way to do something like this in Maya? I've tried, and it looks like ep points do not have key-able channel data, so I can't create animations for them separately. I'm using .mov data file imports to generate x, y, and z motion keys for the points.
i need to do a loop animation of several stripes that starts at lets say 2units distance from each other, they separate slowly and by the end they have 15units separation, my problem is that each stripe is a separate object, so i offset their keyframes, but when i want to tweak the keys on curve editor they dont apply to the other copies. Any other way to do this simpler?
quick example on the image attached, real application on the video, video shows the animation(rendered sequential images of 1 loop then applied as texture) but with linear speed, so constant separation, i need to apply the above here, these dont only move on the X axis but on the Y aswell, while keeping the symmetry fixed on the center.
I have a list of motion capture, those mocap didn't track the fingers so the hands are always opened. In some of these mocap I need the biped hand to be closed. I've been looking for a solution for about a day now. I think I'm in the good way which is to create a biped layer animation where the hands are closed and link the hands of that layer to the original layer. so I would be able to save that layer and apply it to every mocap animation that need to be readjusted. The only problem is that I'm not sure if it's the better way and I don't know the procedure.
I have an assignment for a class where part of the final project is detailing the construction of a mold for a part. The animation that I would like to do would show the build up of the part in a 3D printer layer by layer. The closest method of animating this that I can think of is unfortunately backwards.
As I would have the part and a camera facing up from the bottom of the part and would have a plane that would recede upwards in the y direction. This would reveal the part as the plane translates in the y direction.
This might be okay, but the problem is that I would like to show this from a camera on top facing down instead of a camera on bottom facing up. How I can create the look of a part being built up in this additive method?