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- African grey?
- By Fuchur,
934 topics in this forum
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- 5 replies
- 1.3k views
AM v19 keeps crashing with an error saying "Nvidia has encountered a problem and must close" it used to only happen occasionally but now cant even open AM at all because of it. Any help would be appreciated. thanks
Last reply by pixelplucker, -
- 9 replies
- 774 views
Hi there, i know, there is a obj exporter included in AM. But i think, that when i recall it right the obj-exporter by A. Walasek archived better results. Its a long time ago, and i may recall that not right. However, does anybody know how to get the old Walasek exporter to work? Is it a 64bit problem again? Regards Heiner
Last reply by Heiner, -
- 12 replies
- 2.6k views
I find that some obj models simply refuse to import/ convert into A:M even if their file size/ complexity is radicaLLY reduced in the exporting APP. I would expect long conversions for high meg files, but these are as low as 3-9 megabyte obj models. I'm sure that there are many factors that I'm unaware of in this process, but at the same time much more complexed models transfer easily at times. I wonder how to improve this if possible. I'm happy to have the obj import option for sure, but it just won't import certain models. It seems to hate any triangles whatsoever. Would love to hear how you other guys are importing obj's, 3ds's, etc.
Last reply by Rodney, -
- 13 replies
- 2.7k views
Kudos to Steffen for the recent improvements in OBJ texture importing in v18p. Thanks! And to make this something of a useful topic... here's something related to consider... There are a gazillion models out there on the internet to play with but I recently tested some of the Models donated to the Sweet Home 3D community. The process is pretty straightforward: download the library of models, open them in Sweet Home 3D, export as OBJ, import into A:M. The models page: http://www.sweethome3d.com/freeModels.jsp The program download: http://www.sweethome3d.com/download.jsp What is particular useful with the program is how you can use it to recolor/…
Last reply by Rodney, -
- 8 replies
- 758 views
Hey You Guys, I need to export a short obj sequence. There was a way in the past, but I seem to have forgotten how. I exported each frame as an obj, but every obj has the same mesh shape. There are no differences. So I need to figure out how to export a short animation with each frame as a seperate obj. Anyone know how this is done? Thanks, Detbear
Last reply by Madfox, -
- 2 replies
- 936 views
Is MDD the only sequence importer in Hash. I was hoping to import an OBJ sequence. Is that possible?
Last reply by John Bigboote, -
- 2 replies
- 739 views
Hoe can i duplicate an object as tiles of a roof, I tested swarm, but that does not function well. I would like to make a very detailed roof with tiles but it is necessary to reproduce hundreds from one of them.
Last reply by ludo_si, -
- 4 replies
- 3.6k views
I think your idea of having objects appear sequentially is brilliant but I can't seem to get it to work. Here is a embedded project of a top hat with things appearing, but they seem unaffected by the force. Any suggestions? TopHat.prj
Last reply by Tom, -
- 4 replies
- 930 views
Hi all Is there a setting somewhere in AM to keep all the drop down menus within the properties window open/down all the time. e.g. when selecting a bone and I want to get to the rotate z value I need to drop/click the 'transform' button then drop 'rotate' button to get to the' z' value. Then if I choose a different bone I need to follow the process again..... etc....etc Is there a way to keep all those values open all the time. Hope my question is clear. Thanks
Last reply by DavidDenzill, -
- 4 replies
- 4.1k views
Hello Hashers- I created a simple project of some flat pieces of paper blowing away..... however in the first few frames, the entire group of paper bounces in the air. I can't figure out where the setting is that might cause those papers to bounce.. Any ideas? Many thanks, Tom bounce.mp4 BounceTest.prj
Last reply by Tom, -
- 2 replies
- 833 views
Here's a bit of weirdness on a project resurrected from A:M v7 This project had a path for a camera to travel on but in v18 it had a slightly different shape that was noticeable by the the different camera motion in a final render vs. the v7 render I still have. Upon investigating, i find that the CPs of the path have a couple dozen superfluous sets of bias properties in them. Deleting all of them restored the Path to its proper shape, which is good since i didn't want to send in a bug report about a v7 project.
Last reply by robcat2075, -
- 25 replies
- 2.7k views
Have an old model that works in AM 18f (rig) but falls apart once it is saved in 18f 'new format'. So what has changed? Not being a rigging person I have no idea what has failed. (its an old Eggprops character model). Being an Eggprops commercial model I don't think I can share it (Reixcherub model for anyone who still remembers it) Cheers
Last reply by robcat2075, -
- 2 replies
- 915 views
Hi all - I'm considering upgrading my old version to the latest and greatest. If I were to upgrade to the current version with a non-expiring version what would this cost? Sorry if this has been answered but I looked around and didn't find the answer. Regards, -Doug
Last reply by modernhorse, -
- 2 replies
- 1.4k views
Can someone post a link with the old YouTube link in it. I fixed the store today and wanted to work on that problem too.
Last reply by Rodney, -
- 1 reply
- 565 views
Today via Skype I got to visit with forum member Roger. We were trying to ascertain why he was having so much trouble accurately placing new key frames in relation key frames he's already made. What we discovered was that A:M was not updating the view window to match what the time counter was indicating. It looked normal if you just hit play, but if you scrubbed the time control forward or back it would stop with the last frame you scrubbed through and not draw the current one. For example if you were trying to get to the frame where a bouncing ball has just touched the ground you would have to scrub to the frame after that before you would see the ball actual…
Last reply by strato, -
- 8 replies
- 984 views
Hi there, currently I am sort of very active, because after long time working with another app returning to AM feels realy rejuvenating! Regarding my problem: Is there any rule how many smartskins can be on one bone? I am asking because i managed to put two on one bone, but currently it seems as if AM lets me only use one and no more. Cheers Heiner
Last reply by Heiner, -
- 1 reply
- 449 views
single camera motion capture... Keep your eyes peeled for a new contest coming!
Last reply by Tom, -
- 4 replies
- 941 views
Is anyone else missing this? It used to live in the 'Draw' section of Tools > Customise > Commands, if you wanted to drag it into the toolbar but it's not in mine.
Last reply by robcat2075, -
- 1 follower
- 2 replies
- 730 views
I can't say how long these options have been around but I noticed that Netrender has two checkboxes. Enable OpenMP for slaves Enable GPU processing for slaves Currently my CPU has four physical cores so I typically run three of them in Netrender and leave the fourth to run A:M. What would enabling OpenMP bring to the party? Windows 11's Trusted Platform Module spec. is giving me an excuse to replace my 11 year old hardware. What GPU specs. should I shop for to take advantage of GPU processing? Thanks.
Last reply by robcat2075, -
- 0 replies
- 3.7k views
trying to flower to randomly grow with random function have done it before but can not get to work now...want to make a field of flowers randomly growing once I get this working NEWTEST.prj
Last reply by johnl3d, -
- 0 replies
- 887 views
You probably have noticed that Z-buffered Kleig light soft shadows (most of what we use) are not rendering soft. Shadow cast on Ground Plane... However, it turns out that models can shadow themselves correctly. So... Use the Grid wizard to add a flat plane to your model and give it a bone that is independent from everything else in your model. In the Chor, constrain that bone to the Ground, then set the Ground to OFF. You can scale that bone to scale the plane to be as large as you need. Shadow cast on plane that is part of model... Of course this won't work when you have more than one model in a chor. For t…
Last reply by robcat2075, -
- 4 replies
- 994 views
hi, i couldnt find the SDK category anymore, so i post it here. can somebody from hash give me a file description of the baked particle files (*.par, *.pai)? i assume that *.par is storing the particle positions per frame and *.pai the particle index number, right? but this files are binary and i want to know how they are written. and is there the possibility to acess particle data via the sdk? my goal is to import other particle simulations from other applications (like realflow, xsi ICE, etc.) another thing is, that the user can not define where those baked particle files are stored. they alway be stored in the application install location in the libra…
Last reply by Rodney, -
- 13 replies
- 2.1k views
Hi! I know or think it’s possible to do a particle rocket flame in AM. Are there any tutorials or guides you can point me to? Thanks! Rusty
Last reply by Jason Simonds, -
- 10 replies
- 2.1k views
Which version of AM was the 1999 year version? Was that 8 or 9? I remember 9 as being the buggy version, and the 1999 year version is the most recent one I have that still supported Win 95/98 and NT. I've been planning on experimenting with an older version of AM in a vm on Linux and Android and I thought those versions might be lightweight enough to manage it, but still have a more modern feature set (in terms of having unibody models, hooks, 5 point patches, etc).
Last reply by robcat2075, -
- 1 follower
- 3 replies
- 1.4k views
OK, trying my hand at TaoAM since it has been some time since I last played with AM and in exercise 5, using rabbit, I am trying to mirror keyframes BUT it appears the paste Mirror does not work on Nulls (hip and feet for example). Is this expected or a bug or have I missed some step? (18i OSX) Cheers David
Last reply by Shelton, -
- 14 replies
- 1.1k views
I'm trying to refine my workflow a little and am curious... Can we bake Patch Images into the images that result from Baking Surfaces? As far as I can tell they aren't considered part of the surface that gets baked. As they are defined by the patches themselves they'd be especially useful in defining regions for decal images created by the bake. So I'm curious to know know if they actually can or cannot be included in the bake. I'm not seeing a way to accomplish that here. As a workaround there is always the tried and true methodology of a simple screen capture and decal placement. Having patch images in the bake would skip those manual steps for p…
Last reply by Rodney, -
- 13 replies
- 2.4k views
Hey Everyone. I have a chain of bones. (Bone 1, 2, 3, 4, etc.) I'm constraining them to a spline using a path constraint. I want them to move along the path keeping their distance. But when I constrain each bone to the path, they attach to the same start point right on top of each other. Is there a way to offset each bone so that the chain does not group together to follow the path? Thanks, William
Last reply by robcat2075, -
- 4 replies
- 1.3k views
Hey all, quick question: What's the single PC upgrade that has the most effect on how fast A:M runs with a complicated chor on the screen/s? Got a 8-core with 16g ram, but only a 750GTX as a vid card. Would a newer video card make make it smoother rotating the landscape, etc? Thanks, Rich
Last reply by robcat2075, -
- 11 replies
- 1.8k views
I'm over my head in a rushed animation project, so I don't have time to file reports, but wanted to put these down as I encounter them so that I don't forget... and some may not be issues or are already known. When I'm done and have recovered, I'll file them. 1) JPEGs don't seem to work. Can't get a JPEG file to import into the PWS. I was noticing that an old material I used wasn't doing anything and I realized that it used a jpeg support file and A:M was importing it as a blank image. Changing it to a PNG file allowed it to load normally. I usually prefer not to use JPEGs, but weird that it's not letting me import them. 2) Shaded Renders getting stuck on "CPU SSA…
Last reply by largento, -
- 3 replies
- 720 views
I have a figure pushing a large heavy sphere. Keyed the basic poses and timing and ready to start refining it. A problem at the moment is that the hands penetrate the mesh of the sphere when the pushing position changes. Is there a way to prevent this, other than keying it every other frame to prevent it. Is there a constraint that can be used or, might editing the curves do it ? Any help gratefully received. regards simon
Last reply by robcat2075, -
- 18 replies
- 2.9k views
Particle Illusion is a nifty plugin for AE. I have the stand alone version. But you need to be able to track the motion. Steffen has an "Export" listed for that purpose.(PI-Motion) Unfortunately, I can't figure out how to get the data for a bone or null to track using the "PI-Motion" export. Is there a thread to learn how this is done?? Does the PI-Motion export work???
Last reply by mouseman, -
- 2 replies
- 1.6k views
In this thread I will highlight some tutorials that are relevant to the "Planes Trains Automobiles" Image Contest. A great first stop for anyone who is mechanical modeling-curious with Animation:Master would be Rodger Reynolds' website, with numerous discussions and demonstrations of essential mechanical modeling strategies... Non-character Modeling in Animation:Master
Last reply by Fuchur, -
- 8 replies
- 2k views
Hi, just wanted to show something cool in the next release of A:M. The plugin Amplitude will be able to use a WAV-file and control any kind of animation-channel (like a pose, a bones rotation, translation, etc.) with the amplitude of the soundfile. Two very small example can be seen attached. The first one is created from several single-tracks (so that the instruments are playing solo in the tracks and control each one "instrument"). The second one is a part of a nightcore-song which will control the height of a model (better to say a pose which controls the height of a model). Then I used the plugin Multiple-Copies to create 10 of those and attached the act…
Last reply by thefreshestever, -
- 4 replies
- 975 views
I don't know about other folks but I've been using the heck out of the new Snap to Control Point feature. I was using it before to match up splines and CPs but today I used it in a Pose to assist with precision placement at 0%, 50% and 100%. My project here was to create a modular monster whose belly can match to 'small', 'medium' and 'large' sizes as well as (manually through the pose slider) other settings. If you'll pardon the cheap graphics from this POC... I'd say it worked rather well. I meant to render a wireframe to show the three target zones for the modular monster's waists. Edit: Mov replaced with shaded wireframe render. (the three ovals being…
Last reply by mulls, -
- 1 reply
- 763 views
Has Anyone in the community modeled a Toy figure of the Playmobil line of toys. Seems like Lego gets most of the spotlight. But I was going to try an animation with the Playmobil sets and didn't want to model a base figure from scratch if one already exists. Thanks.. Kevin
Last reply by Rodney, -
- 46 replies
- 5.5k views
So that the "Starting to write hxts" (https://www.hash.com/forums/index.php?showtopic=47624) topic isn't flooded by what is wanted, I created this topic. Feel free to post things that you'd like to see developed here.
Last reply by PopaR, -
I have v19 og but cant find the bullit plug in plug ins I go to plug in wizard but its not there ,can I dl it somewhere
Last reply by steve392, -
- 3 replies
- 851 views
Hi, Plugins: Wanting to update my existing plug-ins (I had everyone I think) and check for new ones: is there a master list maintained somewhere? Tutorials: Is there a master list of these? Thanks, Rusty
Last reply by rusty, -
- 7 replies
- 2.1k views
When I saw the new Pluto pictures from the New Horizons probe... I thought, "Hey, I've seen that before." Pluto resembles the A:M "Dented" material... PlutoDentedTexture.prj
Last reply by Tom, -
- 10 replies
- 1.2k views
Hi friends ... I have a tree model ( attached ) it is a PROP/OBJ. The PNG transparency works great in the shaded view... but not in rendered image. both version v17/18 any tip ??? Tree_am.zip
Last reply by Xtaz, -
- 1 reply
- 650 views
I've been doing a little research and found quite a few topics on this. Has anyone experimented with this in AM and if so can you pop us an example up here on the forums?
Last reply by robcat2075, -
- 3 replies
- 811 views
Hi I am using a v13 cd with a v15j update. I believe the Cd has the old v11 porcelain mat file. Can anyone upload the v15 please. Thanks.
Last reply by itsjustme, -
- 0 replies
- 115 views
There has been many requests for a linux port but this would result into so much work from the developers. However, there is a company called Codeweaver that provides a service called Portjump and they claim they can speed up the process. Would it really help.
Last reply by ada, -
- 2 replies
- 843 views
Can anyone explain this? This model has drop-on Poses made for common hand poses like fist, rest, hyper-extended... I made the Poses for the right hand then copy-paste mirrored them to another Pose to make the left-hand version. That worked for all of them except "Salute" Why do the bones not mirror correctly for that one? Loyd_031dx hand mirrorTests.prj
Last reply by robcat2075, -
- 1 follower
- 4 replies
- 1.6k views
Hey, can someone check to see if creating a pose and editing it works correctly in version 19F? I'm in the middle of something and had to go back a version to get it to work, so can't make a choreography to report it. On the Mac side, it makes the indicator on the pose slider bar disappear. You can click on it and move around and things will happen, but the bar remains blank. On the Windows side, it seemed to appear while you were actually clicking on it, but then disappeared once you unclicked. It might just be something on my side, but wanted to make sure.
Last reply by SplineSoup, -
- 21 replies
- 6.2k views
Hello Hashers- I am trying to simulate a time lapse building being constructed and it occurred to me that it might be useful to have a pose slider controlling the vertical axis transparency of the object so that the building appears to grow from the ground up...according to the sliders position. The only trouble is I can't figure out how to set a slider to do that. Does anyone have suggestions? Many thanks, Tom
Last reply by Tom, -
- 4 replies
- 818 views
OK, another problem - how do I display the Pose Slider Window? I've checked the option in the View menu but nothing appears. Is it possible I have dragged it off somewhere? How do I get back to a default view? 18f - OSX Cheers
Last reply by higginsdj, -
- 5 replies
- 1k views
Working in V17g under OSX 10.68 I'm trying to setup some pose sliders to move the fingers in the 2008 rig. I've previously been advised that its not best practice but, for what is presently underway, it works well enough. Managed to get them installed for one character but, the second is proving difficult. When I open the model in amodel window the relevant bones and nulls are visible. If I select the "New Pose" option the finger Bones and nulls disappear and only the finger controller and Hand bone are visible. Can someone kindly point out how to get the bones back to visible ? Thanks simon
Last reply by Simon Edmondson, -
- 1 follower
- 3 replies
- 797 views
Hi all, I have Animation Master Millennium, v8.0 (I'd have v8.5 if my housemate hadn't shattered the CD). I still have my serial number, and I think I may even have the manual still somewhere. Is there a way to order a replacement CD of 8.5, or download any updates to 8.0? I still have v8.0 as it came on CD in February 2000. Thanks!
Last reply by robcat2075, -
- 2 replies
- 755 views
Trying to get film grain to render and I don't see any difference, I can't see any difference with any of the post effects under 17 64bit.
Last reply by pixelplucker,