I need to wiring this rig. As noted I want to be able to move point 4 up or down and have points 1-3 move with it proportionately. I've adapted this rig but couldn't unwind how it was wired.
I am very familiar on how to use the scissors tool, but I want to know once I get to the end, is there a way to go to another section of the image to cut out what I want to get rid of?
Example, a picture of someone with their hands on their hips - I want to cut out the space in between the hips and arms and then everything else. How do I accomplish that?
I am working on a design at the moment using Inventor 2012.It is a Scissor Jack. It has been designed to specific dimensions.Although I am making up the majority of them as I go along.Dim's spec's of which I must design to are as follows,
Max Height @ Open position = 250mm. (must be kept) Min Height @ Closed position = 70mm. (must be kept) Max width = 75mm. (must be kept)
The rest I have been taking from other designs of which I saw during my investigation.I have been modelling in such a way trying to adapt the open & closed position limitations with the use of constraints as my maximum & minimum limits. In doing so I have set a Drive Constraint so I can show the jack in its mechanical motion. I don't mind making any changes that will work to achieve completing it to act as it should. I believe there is still some tweaking to be done to it, but I feel the actual engineering design to be almost sound. There is an issue with the base via support arms. I cannot have the support arms moving past the floor level.
I will need to place location pins through the saddle & base connecting the arms. Finally If possible alter the gear teeth so that they interlink & coincide with each other. My screw rod also needs to work properly & turn also the nut needs to be localised in the correct position fixed on the screw rod at the end of the Side sleeve.
Does the scissor tool NOT work on compound paths? I am guessing it does not being it does not work when I use it on them, but the Adobe help section didn't specify.
Also, sometimes when I am using the pen tool, I will place an anchor point but it shifts away from where I want to place it. For example, I will put it at x = 72 & y = 1000 and it will place it at x = 95 & y = 1050.
I thought maybe it was from something I accidentally selected like snap to grid or point, but changing the settings does not correct the issue. I have to close out of the program and restart to fix it.
I can't seem to find the .cfg files that supposedly come with autocad Inventor to manipulate and export wiring information. I've done a complete search of all my autodesk folders but it just doesn't seem to be anywhere.
Is there a place online where this file is mirrored and can be downloaded or copied?
What im trying to find is a tutorial on how to create a lifted paper effect... where an image looks like it has a slight curl on it at one corner - but doesnt actually curl up and around.
Another question about the Cable and Harness module. When I am trying to create Segments, I can never select cylindrical features. Using the Tube and Pipe module, I can select them no problem, but for some reason under Cable and Harness I cannot.
This is a huge pain for me for two reasons, all of our wire loops are cylindrical, and I am unable to place a segment off of an already existing Flexible Hose or other Electrical segment.
Is this a limitation of the Cable and Harness module, that you cannot place segments relative to a cylindrical feature?
I need to either add a custom balloon to a 3D wiring harness (made of individual wires) or add a split balloon (showing item number then sheet number) to my layout. What I have now is a 3D harness with all my connectors shown on it and a balloon calling out what connector it is. I want to attach a custom split balloon to my connector callouts to reference the wire and sheet number of another sheet in the same project. I should also mention that there are tons of connectors that as far as Inventor is concerned is the same model.
I've already created a user symbol to attemp to work around it but I can't attach the custom symbol to the existing balloon.
Secondly, why can't I attached a balloon to the 3D harness anyway. I also can't add a balloon to the nailboard view either!
What type of line are you using to show electrical wiring in a house, I've used the arc line and I really don't like the flexibility of that, it want bend like I want it to. The next thing I'm trying now is to use a leader line without arrows, that works better, you can bend that little rascal all over the place.
I am working with a wiring diagram which is 8.5x11 normally. I'd like to enlarge the image to print on 4 pages each 8.5x11 that I can tape together so I end up with a large image that I should be able to read more easily.
I have a .jpg image (just a plain flat image, no layers) which mostly consists of text and one small image; I need to lift the text and the image from the background so I can change the background color, then put the text back again.
I have a picture of a toy, I want to lift the toy off the background and leave only white space around it.
Here's what I've accomplished so far:
Created new layer Used the rounded rectangle to isolate the toy inverted the image used the magic wand to crop areas that had to go cropped as close to the toy as possible.Now I have the image but it's on this ugly, bits and pieces left over square.
What I'd like to know is: will making the background transparent fix it?
I'm still playing with it and saw a tutorial on transparency, but each time I attempt to do it - the entire image disappears.
I've been creating documentation for cable assembly for many years now and I am trying to determine a way to use the Inventor Cable and Harness feature to accomplish the same detailed drawings as I previously made by hand. The first thing I notice is that the connectors do not exist at the cable level, even though this is how they will be manufactured. Is there any way to generate a cable with wiring and connectors all existing together in an assembly that can then be documented in a drawing?
I want to lift image from photo and then do transparent background.
Is there any knack of selecting the item from the image cleanly. In my case its a dog. I use the lasso to go around the object but that leaves a 2mm space where the background shows through.
(Is there a way to use the lasso to make a partial selection then remove your finger from the mouse and then continue your selection from where you left off ?)
After I have Deleted the inverted selection I use the Background remover to remove the remaining 2mm of background around the dog.Again is there a knack to using this tool ? I Googled and it said to keep the removal circule half in and half out of the actual image. Also is ther a correct setting in the menu bar for the BG/removal tool..Im just experimenting.
my settings at this moment are.
size 18 Hardness 100 Step 10 Density 100 Thickness 100 Rotation 0 Opacity 100 Tolarance 75 Sharpness 100 Sampling: Continuous Limits: Contiguous Boxes not ticked. Auto tollerance and Use all Layers. Box ticked: Ignore Lightness.
I have split the audio from the video track and I am now trying to "lift" a copy to put through a sound editor. I then intend to replace the original audio track. (or to put on audio track 2 and mute 1). I haven't as yet found a way to lift the audio track and load into a separate file.
I'm modeling a sanitary sewer network in SSA. The network consists of a gravity system that collects wastewater from several buildings and coveys it to a lift station. Two pumps at the lift station pump wastewater through a 6-inch force main that is approximately 1,300 ft long and it is not connected to any other force mains so no other pumps are pumping into the system. There is one gravity main at the end of the force main that delivers the wastewater to the headworks of the wastewater treatment plant. The pumps are rated at 430 gpm at 75 ft, with a shutoff head of 110 ft.
The problem is that the model says that 1,100 gpm is flowing through the force main with one pump running. This is not possible as the TDH of the pump would need to be 220 ft to deliver that much flow. I'm using a Type 3 curve to define the pump. The force main is defined as "Circular Force Main" with a Hazen C factor of 120 and Manning's n of 0.013.
I've deleted the pumps and curves and reinserted them, but that didn't change anything. I'd like to avoid rebuilding the entire model
I am building a webpage for a photography. They want a black background. They want the pictures to have a "shadow" (not sure what you call it) that would essentially make the picture look like it is floating above the page.
I do not know how to do this. I am open to answers in Photoshop or (although I know this isnt the right Forum) in Dreamweaver.
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?
I am trying to add an expression to the standard Mudbox car to make the wheels turn when the vehicle moves in both the X & Z dimension. I have found many scripts that let me do this in a single dimension. I have found some others that claim to work for both dimensions, but at certain angles the wheels turn in the wrong direction.
My work flow is as follows: 1 - Export car from Mudbox to Maya 2 - Separate the wheels & center pivot all items 3 - Add NurbsCurves to create a rig 4 - Parenting the elements of the car 5 - Add an expression based on this web post [URL]....... 6 - Test the animation
It works great when translating the car in the Z axis, but when the car is rotated 95 degrees in the Y axis the wheel will only go backwards no matter which direction the car is moved.
I have attached an MB (Maya 2013) so you can see the
translate facial motion capturing data (basically 2d point clouds) to blendshape weights. I finished rigging my character and wanted to drive my blendshapes by the relative position of my tracking data, e.g. distance between corners of the mouth drive the "wide" blendshape and so on...
Hope YOU know a solution for this, I believe blendshapes are THE way to create realism in tracked animation but I was not able to find ANY reference to something like that. I'd like it to be customizable and not to expensive, so the imagemetrics faceware service won't do for me
How come baking some part of animation in graph editor deletes everything before and after the part i bake and how can i bake that part while leaving the rest untouched?