MODERATORS! Feel free to move this thread as you see fit!
I've done a few tests with ASP, and need some help with some of the files. I started using ASP about a month and a half ago, and am, by no means, an expert, but I know what I'm doing (kinda but not really. I've been delving into and out of animation for a while now). I'll request help in order of appearance with the file. BTW, I virus scanned it before uploading it, and I suggest you do the same just in case:
http://myfreefilehosting.com/f/35a73b9930_2.71MB
The download link was at the bottom of the page for me, maybe because of my screen resolution...
The password is 123
-----------------
1. Bunny walk cycle (fixed).swf -- You can see that when the bunny stops, the spring dynamics are way to powerful, no matter how I adjust them. Maybe I should turn them off?
2. Bunny Walk cycle (with jump) -- This is of the above bunny, with a jump. Again, the spring dynamics are screwy.
3. Bunny walk cycle (with jump) -- .swf of the aforementioned
4. eyetest.swf -- testing animated layer re-ordering. I need to know how to make the mouth/eyes fluidly tween to the next keyframe, instead of an instant switch. Any suggestions?
5. Jiggle.swf -- the first, VERY FIRST, thing I ever made with Anime Studio Pro. I like its jiggling cuteness >o<
6. Reaver.swf -- swf of a creature me and my friend named a "reaver." we're both into animation, and want to make 2d/3d cartoons. The .anme file's in here somewhere...
7. Reaver2(fixed).swf -- the same as above, only with a background (image courtesy of "adonhis" from deviantart) and shakey camera. How do I remove the camera shaking effect?
8. Rigged alien hand.anme -- asp file of a test I made of a black alien hand picking up a red ball from a table. You'll see that the arm and hand and fingers are all black, so I wouldn't have to hassle w/ positioning the fingers and ball in the right place =D . I've a question: how do I lock the movement of the ball to the hand, so that it isn't jittering around as you'll see?
9. Rigged alien hand.swf -- render of the above
10. shadow demon (breathing) 3.anme -- This is where the REAL problems set in. The demon, as you'll see, when moving, has some sort of blinds effect; whenever the arms move too high up or away, some lines connect to the hand, and I can't figure out why, or how to fix it. Hmm... [edit] Zoom in on his hands, and press play... You'll see the lines crap I'm talking about.
11. Shadow demon (breathing) 3.swf -- rendered. And it gets worse! You'll see white lines projecting from his back, and it's annoying me to no end...
12. Shadow demon (breathing).swf -- a better breathing sample than the above, using actions. Still, those lines plague me...
13. Shadow demon (breathing).anme -- asp file of the above, for anyone who wants to help me sort out his breathing problems.
14. shadow.swf -- a cat I made to test layer ordering, again. The head rolls, and he blinks alot. Again, I'm asking how to get the eyes and mouth to tween realistically!
15. the eye (running).anme -- unfinished, rigged eye thingmajig
16. the eye.anme -- rigged eye thingmajig
---
That's all of them. Can anyone offer help for a struggling young boy desparate to excel in animation and become a world reknowned animator?
Thanks for any help or reply or feedback/suggestion/criticism at all! I NEED IT!
-- Kenny
Need feedback on a few tests -- .anme's and .swf's included
Moderators: Víctor Paredes, Belgarath, slowtiger
- Blade_Rain
- Posts: 16777215
- Joined: Thu Mar 27, 2008 10:20 pm
- Location: Delaware
Without looking at your files (sorry, just no time) I think I can answer at least a couple of questions:
4) and 14) Layer switching. In order for it to be smooth you need to turn on interpolation in your switch layer. But the catch is that each layer has to have exactly the same number of vertices/shapes. Really the only way to manage this is to make one basic layer with whatever shapes you need and then dupe this and move vertices in the dupes. Do not delete or add any vertices, or move them so that the shapes will reverse themselves (like moving them from one side of the shape to the other. Then the switching will be smooth.
8 ) To lock an object to a hand the easiest (best?) way is to create a dupe of the object and then either just sync this layer to the hand (if using bones use the bone select for a layer) or, if you want to adjust the object slightly even during a lock just put it with its own bone on the layer and use bone positioning to move it to the hand. Then when the person goes to pick up the object you hide the one layer (the object not attached) and unhide the layer that has the attached object. With onion skins this is surprising easy to get perfect.
4) and 14) Layer switching. In order for it to be smooth you need to turn on interpolation in your switch layer. But the catch is that each layer has to have exactly the same number of vertices/shapes. Really the only way to manage this is to make one basic layer with whatever shapes you need and then dupe this and move vertices in the dupes. Do not delete or add any vertices, or move them so that the shapes will reverse themselves (like moving them from one side of the shape to the other. Then the switching will be smooth.
8 ) To lock an object to a hand the easiest (best?) way is to create a dupe of the object and then either just sync this layer to the hand (if using bones use the bone select for a layer) or, if you want to adjust the object slightly even during a lock just put it with its own bone on the layer and use bone positioning to move it to the hand. Then when the person goes to pick up the object you hide the one layer (the object not attached) and unhide the layer that has the attached object. With onion skins this is surprising easy to get perfect.
- synthsin75
- Posts: 10276
- Joined: Mon Jan 14, 2008 11:20 pm
- Location: Oklahoma
- Contact:
- synthsin75
- Posts: 10276
- Joined: Mon Jan 14, 2008 11:20 pm
- Location: Oklahoma
- Contact:
Okay...
1&2) Raise the dampening. I think 3 works well. The dynamics are basically: Torque=start force, spring=continue force, dampen=stop force.
7) Change all of your camera interpolations back to smooth or linear. The 'handheld camera' script just makes them noisy interpolated. (this is shown as a squiggly line through the key).
8 ) Have two ball layers. One on the table, and one in the hand. Layer bind the second one to your hand bone, and then just use layer visibilty to 'switch' them when the hand grabs it.
10) Go to the troublesome frames in your two hand vector layers. You can select each with the 'select shape' tool and use [ctrl+down arrow] to find the 'extra' shapes. Deleting these will fix the line problem.
You didn't provide any example .anme files of your switch layer eye/ mouth tweening trouble, but mkelly's advice is good.
I realize that you have probably saved these up for some time before being able to ask for help here. I hope this helps clear these up. But please do try to present a more focused problem.
BTW, nice work so far.
1&2) Raise the dampening. I think 3 works well. The dynamics are basically: Torque=start force, spring=continue force, dampen=stop force.
7) Change all of your camera interpolations back to smooth or linear. The 'handheld camera' script just makes them noisy interpolated. (this is shown as a squiggly line through the key).
8 ) Have two ball layers. One on the table, and one in the hand. Layer bind the second one to your hand bone, and then just use layer visibilty to 'switch' them when the hand grabs it.
10) Go to the troublesome frames in your two hand vector layers. You can select each with the 'select shape' tool and use [ctrl+down arrow] to find the 'extra' shapes. Deleting these will fix the line problem.
You didn't provide any example .anme files of your switch layer eye/ mouth tweening trouble, but mkelly's advice is good.
I realize that you have probably saved these up for some time before being able to ask for help here. I hope this helps clear these up. But please do try to present a more focused problem.
BTW, nice work so far.
- Blade_Rain
- Posts: 16777215
- Joined: Thu Mar 27, 2008 10:20 pm
- Location: Delaware