I have also added the path controller and have animated some rotations (Z axis only for now) as the assembly goes around the path.
My question is - I can duplicate the assembly via the snapshot tool easily enough and they all follow each other as expected...but how can I now copy my previous set up animation onto the new cloned assemblies?
Is there a way to copy and paste the original animation - then either time shift via the curve editor or % on path controllers?
I created a flat polygon shape (object) and attached it to a motion path (curve). I then created a Animation Snapshot. So, my question is, why are the shapes bunched up at the beginning and end of the Animation Snapshot render ... instead of being all equally spaced?
we are 3 students planing a short animated Film for university, the character will be modeled in the next week and we are planning the rigs right now. We thought one guy is doing the Facial Rigging and another Guy the Body Rigging. Is it possible to combine the weight maps etc to get a perfectly working solution?
I made a Robotic arm whose function was to pick a dropper from a beaker and pour the droplets in another beaker from the dropper and then place the dropper back into the first beaker.
I used combine to attach the dropper with the robotic arm; everything worked well but when i placed the dropper back into the first beaker and rotated the arm back to its original position all the groupped objects got scattered ...
how I can combine the bend function & flange in an animation. The problem is that I'm unable to use flange when the plate is nearly 98% flat (which I need to remain the radius for favorite parameters - bend function).
I'm creating a roof in Max, I have made a shingle and applied the array tool to cover the area, now I want to apply a boolean on the entire roof to make a hole on it, however, I think It's necessary to join all the shingles into a single poly in order to allow the boolean operation. They are in a group at the moment and how to join the shingles other than converting them all to poly, making a selectable list and attaching the list to a shingle.
Does setting preference to make a initial snapshot help? I've been doing some testing and can't see any benefits from it. It seems I can always select the open history state to revert back to the beginning.
Whenever I try and take a UV snapshot of a set of UV's in Maya 2012, I get the following error message: // Error: Failed to open output file: C:UsersFraggerDocumentsA Work FilesVisualisationsimagesYellowBucket.*.tif
This has happened every time I try to take a UV snapshot in 2012, but it never happened on any of the earlier versions.
How do I do a composite snapshot using Photoshop CS5. I know it can be done in CS6 using Control + shift + alt + E. I am not having any luck using those shortcuts in CS5.
I work for a school district that uses VideoStudio X4 in their High School lab. We are in a Windows Domain where each student logs in using their own user ID and password to a Windows XP Pro computer. When a Student logs in and uses VideoStudio, Take a Snapshot does not work. If I log in as an Administrator that feature works. So there is a file permissions issue - but I can not find which file/folder I need to give the students rights to. I have given the Corel folder in the Programs folder Modify rights. I also have given the Corel folder in the All Users | Documents and Settings | Application Data (hidden) folder Modify rights. Neither change has worked.
Inside the A/E CC, The small Camera Icon that Is to take Snap-Shots, Where dose It Save the Snap-Shots ?I do see the Icon for show Snap-Shots but I don't see any.
I'm struggling in Photoshop with a large number of scanned B/W photos from the '50s and '60s with wide areas of dust and scratches. Dreading the prospect of tedious cloning or healing, I googled for "Dustbusting 101 in Photoshop".
Make a copy of the background layer, select this layer, go to FILTER > NOISE > DUST & SCRATCHES. Set the Threshold to 0 and increase the radius setting until most of the scratches and dust disappear. Add some noise to this layer so that it closely matches your original image. Use this layer to "paint" in the dust and scratches, to do this make sure this background copy is still selected, go to EDIT > TAKE SNAPSHOT. Then select the original background and turn off the background copy layer. Click on the cloning tool and in the options box choose FROM SNAPSHOT. If the dust or scratches are light use the DARKEN MODE for the cloning tool (this will only fill in the light areas and will not affect the other areas of the image). If the dust or scratches are dark use the LIGHTEN MODE for the cloning tool and go over these areas. For this technique you should use a small brush size, although it is tempting to rush through it using a large brush."
I am stymied when I get to the part which says: "... Click on the cloning tool and in the options box choose FROM SNAPSHOT. ..."
I have a problem pasting an Adobe Acrobat snapshot as new picture in PSP4. Pasting it directly e.g. to MS Word works fine, but I would need some of the snapshots also as a jpg file.
I use the Adobe Acrobat X (ver 10.1.2) Standard snapshot tool to copy a picture and then try to paste it to PSP4 as new image. The result is every time the same: about 7 mm slice from the right is moved to the left side of the image. See attachment.
The attached file is an example showing 7 mm slice from right side of the image on the left side.
I'm developing a VB.NET framework 4.0 that must works with Inventor 2013 and Vault.
My *BIG* problem is to obtain a simply image (bmp, jpeg, whatever you want) of the ActiveDocument in Inventor when the user add the file inside Vault (VaultCheckinTop) - my goal is to create a detail technical pdf report and store it in our database.
I'm able to create ALL (get iProperties, etc) but i cannot take a snapshot of the ActiveDocument.
I've tried both Apprentice way and ClientView way registering the old-know "InventorThumbnailViewLib", without success.
I cannot (and i don't want!!) use the VisualBasic.Compatibility method because it's ultra-deprecated, and i cannot use too the VBA scripting because my application it's create in VB.NET.
replicate in "silent mode" at runtime the "Export to Immage" command of Inventor.I have read all similar post found on the net, without success
[URL]
My scenario is: VS2K10 - Framework 4.0 - Windows 7 @ 64bit - Inventor 2K13 @ 64bit with Update 2 - last DeveloperTool @ 64bit
I am using this code previously posted at the swamp to save layout views but would also like to save a layer snapshot at the same time as you can with the view command.
I have just editted an image, initially by cropping, then making some general tweaks. I saved this as a Snapshot.
After some though, I decided I wanted to change the crop, so I went back to the original image, and re-cropped it. Fine, But now I wanted to re-apply some of the changes made in the Snapshot. How can I see the steps that I went through to create the snapshot? I saw Update with Current Settings on the sub-menu (right click) for the snapshot, but wasn't sure if that was what i wanted to do.
I have VS Pro X3. I have a clip I would like to get a photo from. I follow the direction up to taking a snapshot and having it appear in my photo library. How can i now send it to my Photoshop program or any place on my hard drive to email or manipulate?
How to export below snapshot setting through idExportJPG type since could not find color model, format, and resolution settings in javascript export options.
New Retime tool feature in Max 2013; when i tried with biped animation, its not working, but it works with every other object. Workflow which i followed:
1.Selected all the biped parts. 2.Open curve editor. (it shows all the animation keys and curves) 3.Applied Retime All (Retime tools shows up) 4.Double clicked to create start and end marker. 5.Now, when i move any of the retime marker, the keys are not responding, only the marker moves and there is no change in animation timing too. everything stays same.
does the retime tool is not applicable for biped. I tried the same procedure with other animated objects. It works fine.
Is it possible to make an i part or i feature of the beam end shown in snapshot (every thing except back to back channels) i.e., couples of holes at certain distance attached with some plates etc, so that it can be populated to identical locations.
i'm trying to use the wire tool deformer to sculpt some mouth shapes on my character but when i turn the wire tool on the faces of my mesh around the mouth area dissapear,I can still see the wireframe but the faces dissapear, I tried to turn down the dropoff distance attribute but to no avail.
I've been learning about skinning and weight painting. I have a problem where I don't see any color feedback on my mesh when I paint it. My vertices move with my brush strokes but I'm basically painting blindly as I can't see the colors. In all tutorials that i've found on the subject, they just activate the tool and the mesh turns black (or colorful depending on their settings)
I am trying to rig a character, and when I place the bones with the joint toot they are very small. So I went into the tool settings and upsized the radius for all of the types of bones. But then when I go to make the bone again it is still the same small size.
I have a problem with making joints in Maya 2013. When I use joint tools and try to make a chain, it won't connect and goes in random direction. I've attached the screenshot. I've just started using Maya.
For some reason when I use my Paint Skin weights tool, the mesh does not go into a grey scale type shader. Instead, the textured model is still displayed instead of the black and doesn't display weight values in the greyscale I'm used to.
Did I mess up settings somewhere? I know I'm in Paint Skin Weights tool because I can see the bones when it goes into Xray. I can open other scene files and can view the weights just fine.
Note: I have tried the following fixes: copied the mesh into a new scene, made sure it wasn't a subdiv shape.