Search found 24 matches
- Sun Aug 08, 2010 7:10 pm
- Forum: Tips & Techniques
- Topic: putting something inside something else
- Replies: 21
- Views: 5219
Hi Vern, Thanks for the thoughts... it sounds like you are thinking more in terms of a one-off project. Instead think South Park. Dozens of characters, thousands of props, thousands of scenes, hundreds of episodes, many years running. Planning scenes in advance is not going to happen. The decisions ...
- Sun Aug 08, 2010 5:23 pm
- Forum: Tips & Techniques
- Topic: Changing keyboard shortcuts for NON script controls
- Replies: 5
- Views: 2184
Changing keyboard shortcuts for NON script controls
Hi all, it seems to me that the space bar and ENTER keys (for run animation and deselect points) are precisely backwards. I need to deselect points dozens if not hundreds of times per hour, and launch an animation at a much lower frequency. I'd like to swap these functions (there is nothing more ann...
- Sun Aug 08, 2010 5:11 pm
- Forum: Tips & Techniques
- Topic: Intermediate shape stacking technique screencast...
- Replies: 12
- Views: 6341
Re: Intermediate shape stacking technique screencast...
Hi all, I wanted to try this screencasting thing out, so thought i'd go over a couple of techniques i like to use. I described this before in text, long time ago, but thought it might be easier to follow as a video... Hope you find it useful, post any questions below. please note: no masking was us...
- Sun Aug 08, 2010 5:03 pm
- Forum: Tips & Techniques
- Topic: putting something inside something else
- Replies: 21
- Views: 5219
Here's another way you might consider. You can do this all on one layer and use point binding to control the head and helmet. The trick is to use shape ordering as suggested in funksmaname's screencast: Intermediate shape stacking technique screencast... Create the paths, then create the shapes in ...
- Sun Aug 08, 2010 4:57 pm
- Forum: Tips & Techniques
- Topic: putting something inside something else
- Replies: 21
- Views: 5219
The problem is, if I rig a bone to the front and back of the hat, moving that bone also causes the head to move (using bind layer), EVEN IF I have not bound the head layer to the bone... it moves anyway. You need to bind the head to another bone or to the head bone if you don't want it moved by the...
- Sun Aug 08, 2010 4:24 am
- Forum: Tips & Techniques
- Topic: putting something inside something else
- Replies: 21
- Views: 5219
if you MUST have things on seperate layers, put the back of the helmet in its own layer below the head? so you end up with 3 layers... there's no way to have it showing under the head if it lives on the layer above it. You can manually rig a bone to both front and back of the hat so they move toget...
- Sun Aug 08, 2010 1:31 am
- Forum: Tips & Techniques
- Topic: putting something inside something else
- Replies: 21
- Views: 5219
if you MUST have things on seperate layers, put the back of the helmet in its own layer below the head? so you end up with 3 layers... there's no way to have it showing under the head if it lives on the layer above it. You can manually rig a bone to both front and back of the hat so they move toget...
- Sun Aug 08, 2010 1:18 am
- Forum: Tips & Techniques
- Topic: putting something inside something else
- Replies: 21
- Views: 5219
I'm not sure if I understood well your problem. If I did, I think this could help http://a.imageshack.us/img14/5484/helmetoz.png Well, you do have all of the component parts :) Now, if I want the helmet to be on a layer (2 components), and the head to be on another layer, you can see the issue, yes...
- Sun Aug 08, 2010 12:24 am
- Forum: Tips & Techniques
- Topic: putting something inside something else
- Replies: 21
- Views: 5219
putting something inside something else
I have a large helmet, tipped back, to sit on my character's head. Of course, tipped back, the inside of the helmet can be seen as well as the outside, surrounding his head. Now, since my intent is that the helmet should be on a separate layer (so that the character can easily wear and remove it), h...