Animation:Master
News and Information
Subforums
-
- 143
- posts
-
- African grey?
- By Fuchur,
934 topics in this forum
-
- 6 replies
- 3.9k views
Here is a sumi tutorial for anyone interested. Sumi Tutorial.doc
Last reply by Tom, -
- 1 follower
- 13 replies
- 3.8k views
As most of you know, "Tin Woodman of Oz" was a full-length 3D animated movie made by this forum using A:M (of course). Some of you participated in it. I'm very proud of it though it never received the acclaim it deserved, I follow the YouTube views of the various parts. In 10 years, the most viewed scene is Nancy Gormanzano's "Hippogyraf Song." (Nancy did several of the songs, she was awesome.) The question I've always had was why does this scene have 3x as many views as the next most popular, and 10x as many views as most of the movie? Perhaps you could comment... p.s. I know it has hardly any views compared to most things. My goodness, I have a home video on …
Last reply by zandoriastudios, -
- 1 reply
- 3.8k views
I have uploaded a very simple project which might present an area of discussion on Saturday Live. I am familiar with setting poses for "percentages" but I am less knowledgeable about Poses that are "On/Off". I am wondering if the topic for discussion can be adding an On/Off pose to this simplistic arm with one Pose being IK and the other Pose being FK..? PoseTest.prj
Last reply by robcat2075, -
- 33 replies
- 3.8k views
I dropped my rotoscope into model window and when I try to open a second window for side view and drop the rotoscope in it does not show up. I want to know what I am doing wrong and if I can have the second window be model instead of choreography? God I hope this made sense.
Last reply by Dpendleton77, -
- 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, -
- 1 follower
- 23 replies
- 3.7k views
While pursuing an AMReport Steffen found a way to optimize the Sub-Surface Scattering code. My first simple test gives promising results: that's almost 60% more frames per minute. This change is in v17 beta 5 available now!
Last reply by robcat2075, -
- 1 follower
- 28 replies
- 3.6k views
I let 50,000 pass without a ruckus but for the occasion of 60,000 views I'll ruckus... has passed 60,000 views! It's probably the only thing I'll ever do that will get 60,000 views. <_>
Last reply by Roger, -
- 1 follower
- 26 replies
- 3.6k views
Couldn't find any thread on this subject (?), so I'll start one here: 1) Ability to auto unwrap and save real UV-maps, including ability to mark seams. (Would save so much time and work) 2) Option in preferences to select default spline interpolation in action/choreography (Indispensable!!) 3) Option to select the visual representation of bones. Especially to stick-look. (Less cluttering when animating) 4) Ability to utilise multicore processors inside A:M. (Greater speed all around) 5) Ability to do graphics processor/GPU rendering. (Much greater render speed in some instances)
Last reply by Rodney, -
- 1 follower
- 8 replies
- 3.6k views
http://store.makerbot.com/replicator2.html Check out this new 3d printer--$2000 :yay:
Last reply by pixelplucker, -
- 4 replies
- 3.5k 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, -
- 1 follower
- 30 replies
- 3.5k views
Following some feedback. I'm applying some more details to the hair areas of my figures. As you may have noticed, mapping is not one of my strengths. Is there a guide to the UV editor and how to us it available that someone could point me to ? thank you simon Working in V17 or V18
Last reply by Simon Edmondson, -
- 1 follower
- 39 replies
- 3.4k views
Hello, Do you have on youtube (or other), a simple example of UV unfolding with a cube? I understood a procedure but I am not sure: 1 - Create groups 2 - create poses where we unfold these groups 3 - Grabbing the unfolding screen 4 - create your UV from the grab 5 - place the image as a decal on the "open" pose. 6 - remove the pose so that the character returns to its initial shape. It would seem logical but relatively ... artisanal greats
Last reply by robcat2075, -
- 2 followers
- 25 replies
- 3.4k views
So I have purchased the subscription and downloaded the software. Did the installation and got through that hurdle. Now I am up to the 'The Door's Stuck' tutorial in TAoAM and have run into a little snag. It tells me to go to the projects tab in the library and get the project for the tutorial. um...the projects tab is empty. Is there a link to download the extras?
Last reply by ReubenM, -
- 47 replies
- 3.4k views
Not sure if others have this but when I make a material transparent, it doesn't display transparent. Might be my quadro card, not sure. Basically I have to keep hiding the underlying mesh that I am doing a retopo to see where my patches are. Any tips?
Last reply by pixelplucker, -
- 8 replies
- 3.4k views
Having some render problems. Working in V17 under OSX 10.85 I set up some maps as pictures on the wall for the next scene in Happy Families. They were applied in the standard way direct to a flat surface, Went on OK and showed up properly in a quck render, switched to a 3/4 view and got this Set it up in a cho and, initially the figure on the right showed but then got this Thought might have a soloution , tried that and got this Can anyone kindly point out the error of my ways ? regards simon
Last reply by Simon Edmondson, -
- 1 follower
- 5 replies
- 3.3k views
I am trying to get a linocut look in A:M. Something like this (linocut by danish artist Palle Nielsen): The closest I can get is this (done with the Grid material in A:M): But I would very much like to be able to let the grid follow the surface on the organic forms, and also to get variation in the type of crosshatching/lines. This is not easily done - if at all - with the grid material. Then, as I searched the Darktree site, I stumbled upon this picture in their gallery: This seems to be excatly what I'm looking for. Alas, no information is given, except that the picture is made by Yith Moser. And I can't find this guy or any info on…
Last reply by serg2, -
- 10 replies
- 3.3k views
Hi, Im new to A:M. Infact i havent started yet. I have some experience with other programs, Autodesk and 3D coat. I want to make a Unity game and wounder it that is possible with A:M? All the post ive searched seams to look like its no way to export from A:M to fbx? Is this so, and is this going to be implemented in the future? This is really importent for me to know before i go any futher with A:M. Sins Dyrwoolf
Last reply by JohnArtbox, -
- 17 replies
- 3.3k views
Hi there, currently i am again pursuing one of my favorit projects, which means I am working on an character. I am modelling the head at the moment, and i am quite happy with the outcome so far. Since I am going for a rather realistic look, the model got quite dense, but with the current hardware available thats no problem anymore. What is a problem, however, is that I have problems to get really smooth surfaces in regions where they are needed. That is cheeks, around the mouth, chin and such. To adust all that manualy is almost impossible. It seems as if the problem is not only a issue of the realtime display, but also of the rendered images. As you can se…
Last reply by Rodney, -
- 25 replies
- 3.3k views
If you haven't gone through the online videos that come with The Art of Animation:Master book you should begin your journey into computer animation with Animation:Master there: The Art of Animation:Master Video Tutorials You can work through these exercises alone but it's always better to seek feedback. To help you there is a dedicated TaoA:M forum and also a chat window right inside Animation:Master where you can discuss all the latest and greatest progress you've made and seek assistance in real time. If you ever login to chat and no one is there just drop a note here in the forum to let others know you are looking to chat! And don't forget to download th…
Last reply by KJ'd Beast, -
- 7 replies
- 3.3k views
Here are some examples of the additional customization Steffen has programmed into the A:M Community window as of v17Alpha5. In order to use this feature the user simply adds a customized HTML file named 'Support.html' into the v17 directory. The capability enabled here is primarily to supply a localized interface or menu within the A:M Community screenspace. Local administrators, companies, schools and even individual users can then push information utilities to that menu. Based on their interests or needs some optimized files could be supplied to them. Example 1: Holmes's A:M Properties tiddlywiki Note that there are some obstacles to overcome if we are …
Last reply by Rodney, -
- 44 replies
- 3.3k views
Working in V17g with OSX 10.68 Still trying to finish this project ( in amomgst a lot of other thing ) Presently putting in some blink poses an odd render problem seems to have occurred ? You can see that theres a non white sector in the Left eye ? and the boundary box around the selected CP's. If I hid the other cp's and render again this happens, No miscoloured patch. Nothing else has been changed, only the other cp's are not there. Can anyone kindly suggest a cause and solution ? simon
Last reply by NancyGormezano, -
- 26 replies
- 3.3k views
Hello! Two questions in a single hour! Crazy! Anyway, I'm trying to create a beach ball sort of coloring pattern, and am running into a problem. I've tried selecting alternating columns, using the patch select tool, and by selecting CPs, but when I assign a color, it's affecting the entire ball. So, I tried applying the color to just one group, and then adding more patches to that group, and I can't seem to make that happen, either. When I select a patch on the next column, it does a kind of "select everything in between original group and new selection", kinda like shift-selecting an entire line or paragraph of text in a word document. Does the same thing if I try …
Last reply by fae_alba, -
- 1 follower
- 11 replies
- 3.2k views
Howdy all! I'm looking for a good way to create an animatable hangman's noose for an upcoming project, but am stumping myself with how to texture the rope, ideally with some displacement to indicate the twisting structure. Either a procedural or image map solution would be fine, I think. Any tips or pointers to existing work that I can pick apart would be greatly appreciated! Chris
Last reply by SplineSoup, -
- 8 replies
- 3.2k views
Hi, I've been rigging a hand and noticed that when i rotate the "control index 2 right" bone past -180 degress it goes out of whack. Can some one explain what I'm doing wrong here's the hand model I was using handtest.mdl
Last reply by robcat2075, -
- 1 follower
- 11 replies
- 3.1k views
anyone else ??
Last reply by John Bigboote, -
- 2 followers
- 18 replies
- 3.1k views
This was done by Raf Anzovin & his crew back-in-the-day. Has anybody else done an animation in this format using A:M?
Last reply by martin, -
- 1 follower
- 21 replies
- 3.1k views
One of the big drawbacks for me with the subscription with AM is I am stuck on one machine. For myself I often work more on my laptop and only use my desktop when I really need to. Mainly because I have shoulder problems and reaching up with my Cintiq becomes an issue quickly. I have 1 program that is subscription based and limited to one computer BUT they use a user account where I can sign in and instantly authorize the machine I am using to use the software. This though not a perfect option gives me the flexibility to work from either machine. Possible to implement this with AM?
Last reply by Vong, -
- 1 follower
- 3 replies
- 3.1k views
I'm working on rigging a character right now that has black bead eyes (like the Peanuts characters) that can track slightly around his face to give him the illusion of looking around. I'd like to add a bit of expressiveness to his eyes by adding equally simplified eyelids that would render as a flat line or an arc. To do this, I created flattened spheres and pose sliders to control their up/down and arc properties. I was just about to start with poses that would conceal the eyes as the lids close but stopped when I realized I was about to have a huge problem with this approach: if the eyes are looking anywhere but straight ahead, I had no strategy for making sure they sta…
Last reply by SplineSoup, -
- 9 replies
- 3.1k views
Hello friends, with some delay, here is the video for use with 3DCoat AM. very simple and mostly it works. With 3DCoat, I found a way to paint objects and have maps without having to worry about the UV problems. Any use perpixel. 3DCoat all tools can be used for AM. for convenience, I made a video that shows how to do it. I used this method for my wolf. The most is that the bump map to a report this time impeccable. https://youtu.be/SSlyU6cOkpk
Last reply by ludo_si, -
- 1 follower
- 25 replies
- 3.1k views
Somewhile ago Mark W ( I think ) wrote a tutorial on how to use netrender on a Mac. I think it was available as a pdf file. Could someone kindly direct me to where I might find it please ? thank you simon
Last reply by robcat2075, -
- 23 replies
- 3k views
Have been trying to achieve a running style like that of the roadrunner in the WB shorts with very mixed results. Thought of another way to try in the meantime and wondered if anyone could kindly offer help on a couple of points ? Initially I set up an action for each foot then tried to put that on a path in a chor but that didn't seem to work, so tried to set it up using a path, but paths don't seem to be an option in actions ? Then tried to set it up in the chor but two questions, How do you get it to loop ( post extrapolation ? ) and can you then move it along using the track by moving the path ? regards simon Road_Runner.prj
Last reply by Rodney, -
- 2 followers
- 24 replies
- 3k views
--
Last reply by Rodney, -
- 37 replies
- 3k views
How can I change the frequency Rand()? inspired by johnl3d post - "expression RGB(r,g, has anyone used this, or has instructions" http://www.hash.com/forums/index.php?showtopic=46209
Last reply by Fuchur, -
- 1 follower
- 39 replies
- 3k views
In this (non-A:M) rendering, depth of field is achieved as postrender blurring via a generated depth buffer. I wonder of this same technique can be used in A:M? This would for me be preferrable to the standard way of doing dof in A:M, which involve loooong (sometimes up to 20 minutes) rendertimes to look good (as comparison the above picture rendered in a little under 2 seconds, including the blurring process). Apparently there IS a depth buffer present in A:M, but I have never come to grips with how to use it. It would be so nice if this could be done inside A:M itself without having to use some compositing software like After Effects (which I cannot a…
Last reply by Tore, -
- 23 replies
- 3k views
Hello- I am runnings AM 18.0 f SSE3 on Windows 7 with an Intel Q 965/963 graphics card. It is an HP computer (bought second hand). My Animation Master "Real Time Driver " is open GL. I tried "Open GL3" but the system said that failed. I can import images into the Project workspace but when I drag then into the model window to apply as a decal I get the attached error message? Has anyone else experienced this and is there a setting I can change to make it not crash? many thanks for any insights! Tom
Last reply by NancyGormezano, -
- 7 replies
- 3k views
Is there a way to get rid of unwanted poses in the pose slider window,I deleate them from the user relations but there still in the pose window,any idea anyone please
Last reply by ruscular, -
- 9 replies
- 2.9k views
Hello, at this time https://www.hash.com/reports uploading is broken. I'm working on a fix. Right now upload loads into the database and I think after all of these years that is starting to push the limits. I'm going to try to change it to 'disk' upload but I need to test if the breaks the old database uploads. I will be posting here when I get it fixed or I break it more.. Let's not hope the latter this time!!!1 Thank You, Jason Simonds
Last reply by robcat2075, -
- 2 followers
- 26 replies
- 2.9k views
I was over at CGtalk an somebody asked about a secondary modeling program and I pointed them towards Hash. This is a response from one of the forum members there. I had to attach the file because it would not let me copy and paste. I am not trying to go into a what products is the best but I thought his answer was not really truthful about what AM can achieve. Hash A.docx
Last reply by Fuchur, -
- 10 replies
- 2.9k views
Could someone kindly remind me of the process for dong shadows only renders please ? Thank you. simon
Last reply by Simon Edmondson, -
- 1 follower
- 9 replies
- 2.9k views
Have just updated to 18 n 64bit (installing on my Win10 went okay), but the bug that makes it impossible to select and move points and objects, make this version impossible to work with. Wanted to switch back to 18 m, but couldn't find it anywhere on the FTP. If I download via the link in the forum announcement of 18 m, I get 18 n. Help anybody?
Last reply by Jason Simonds, -
- 20 replies
- 2.9k views
Rendering presents a wide category of interests but I'd like to discuss a few relative to what we have in A:M and what we can do as users to get the most out of that. While the discussion can certainly go far afield to include external rendering solutions the focus here is on what we can do with the internal renderer. Netrender is also an important factor to consider although for the purpose of this discussion I'd classify that as an external renderer also. At the heart of my present thinking is the idea of duplicate frames in a sequence and that may be where this topic starts and ends because for all intents and purposes in a purely 3D lit and rendered scene the…
Last reply by Rodney, -
- 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, -
- 1 follower
- 9 replies
- 2.9k views
Hello- I know that the particles listed as "Blobbies, Hair, Sprites,and Fluids" all have a "Cast Shadows" selection in their properties menu. I believe "Streaks" are able to cast shadows IF certain things are done. I believe it must be a Klieg light with ray traced shadows. There are also other steps one can take but the correct order escapes me at the moment. Does anyone know how to make Streaks "Cast Shadows"? Thanks! Tom
Last reply by Tom, -
- 8 replies
- 2.9k views
In the toon render options there is a tonal scale which allows you to set small tags along it which appears to compress the band widths of the tones in the scale(?) Is there a way to control the tonal range into narrow, definable bands, eg 16 or 12 or is it a case of adjusting the tags until the desired result is obtained ? Thanks for your time and consideration simon
Last reply by Simon Edmondson, -
- 7 replies
- 2.9k views
The Prehistoric! Image Contest poll is closed. The votes have been cast! There is a winner! Keep your peels eyed on this spot for the results announcement coming soon! Soon-ish! Not like next week or anything but I'll get to it! This gallery will be updated with artist names after the results video is released. Click any image to see it larger! Competition entry: "Amber Waves" wireframe: Competition Entry: "Time Traveling" wireframe: Competition entry: "Homo Cellphonius" wireframe: Exhibition image: "Travelin' Trilobite Trails" wire…
Last reply by robcat2075, -
- 33 replies
- 2.9k views
I bought some extra nodes. Now... where do i find the instructions on making them work with an additional networked computer?
Last reply by Fuchur, -
- 29 replies
- 2.9k views
One last question....completely unrelated to the decal mapping question. I am trying to create a plume of smoke like the kind that happens when a rocket is about to launch. (see the "red line" in the picture below) I am struggling to understand how the sprites can react to the force AND gravity and create that cool looking plume that rolls in on itself. In the zipped Project I attached I create an invisible channel to help shape the plume ........but my smoke is a dud. The project file is zipped (but it is in V. 18) so if any adjustments are made, please do them in V. 18...thank you, Any suggestions are welcome... Tom …
Last reply by Madfox, -
- 22 replies
- 2.8k views
Good evening everyone, I ask myself this question for a few years already, without finding a logical answer. I noticed that the AM export Obj writes the triangles like quads. That is to say for a triangle ABC, the convention is to write as follows: f A B C But AM write them: f A B C A, which is the convention of writing quads (f A B C D). Some programs like Wings3D play them correctly, others like Blender, consider them as bad quads that they ignore, which creates holes and therefore unusable. I thought this was because the three-sided patches are a variant of the four-sided patches, but I do not understand the usefulness of keeping this writing export that makes it hea…
Last reply by Malo, -
- 2 followers
- 29 replies
- 2.8k views
I just noticed this earlier yesterday but wasn't able to test until now. Perhaps someone else can confirm if they are having similar issues in v18b? When drawing (any interconnecting) splines in v18b and creating a new spline by attaching to a previous spline A:M goes into 'thinking mode' and a pause spinner initiates like it's searching memory in order to complete the task. A:M is then locked up at this point until a forced close. I checked in both 32bit and 64bit and am getting the same results. I figured this might be something I changed recently but checking in v17g... no problem drawing with splines noted. Very odd. Perhaps I toggled something on/o…
Last reply by itsjustme, -
- 4 replies
- 2.8k views
Hi guys, I am currently spending (too much) time in VRChat (a software that is more like a multiplayer-game but meant to be used as a socialising platform to talk with other people and do stuff in a virtual world together with or without a VR headset). VRChat gives the possibility to upload own characters and worlds to the experience and so I had a look how that is done and brought my Animation:Master Plomper-Character as a fully functional avatar to that world. I might do a full blown video tutorial on it in future, but for now I just wrote a new blog article on the process. If you are interested, you can find it here: PW3d: VRChat – What is VRChat and how did …
Last reply by Fuchur,