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A:M Forum Rules
GENERAL FORUM GUIDELINES
The A:M Forum is for technical support and the sharing of tips and ideas between users/prospective users of Hash software. It is moderated constantly by technical support representatives.
DO'S!
-Ask questions about the software.
-Assist other users... everyone was new at this once.
-Inform people of your version/platform when asking for help.
-Share resources; tutorials, models, textures, tips and techniques (link to useful websites).
-Post links to your work, or where your art is being used online (on websites, in games, toons', etc.)
-Search the A:M Forum and FAQ. The question you are about to ask may have already been answered.
-Organize and inform others about user groups, IRC chats, image and animation contests, job opportunities, etc.
-Discuss what you are working on and let everyone know about magazine reviews and articles that relate to your projects.
DON'TS!
-Do Not be rude or disrespectful or mean to other forum members in any way. Personal attacks will be removed.
-Do Not post bug/crash reports to the list (send bug/crash reports to http://www.hash.com/reports.
-Do Not complain about forum content. Complaints or suggestions can be sent directly to hash@hash.com
-Do Not reprimand other forum members for violating forum rules, that's the moderators job, which (unless you are a moderator) you are not.
-No complaining or whining on the forum or distribution of misinformation.
-No flames of any kind.
-No Off Topic posts. (Posts in the Off Topics section should be related to A:M in some form or fashion or benefit the A:M community as a whole).
-No soliciting of any kind without prior approval.
-No threads or comparisons related to other 3D Applications.
-No "Wish list" or feature requests, they should be sent to www.hash.com/reports for categorizing and prioritization (User requests define the future development of the software).
-No "me too!" posts
-No discussion of Hash Internal Affairs (finances, advertising, PR.)
-No posting of private email to the forum unless permission of the author is granted. (Private correspondence should remain private)
-No very general questions like: "how do I make a good 3D model" make your questions as complete and concise as possible.
If you have questions as to whether it's appropriate, send it to: support@hash.com, We'll be happy to let you know whether it is, or is not appropriate.
User Led Forum Considerations
Firstly and foremostly, please remember this is Martin Hash's forum and that it is every A:M User's primary resource for information about A:M. In order to remain relevant we need everyone's continuing support and interest.
Secondly, understand there is a distinction between A:M (the program) and the A:M forum. There are some topics and issues that are outside the scope of this forum and most can be deduced by reading through the forum guidelines. These include such things as Hash Inc internal policies, business practices, trade secrets, and specific plans for the future not yet publicly released. Each of these would be fascinating topics of their own but are better reserved for private communications with a representative of Hash Inc.
Related to the second, is purchasing, customer service and other areas outside the purview of the common user who may have no interest in such things; subjects relating to money exchanging hands are beyond the scope of the A:M Forum and often can lead to conflicts of interest between users and/or Hash Inc. (If Hash Inc cuts you a deal on volume purchasing it's really no one else's business). Likewise, individual complaints about a product or service are best remedied by going direct with Hash Inc representatives empowered to make decisions. Please allow them them the time necessary to resolve your specific issue and consider the cost of customized solutions.
This last area is likely the source of much confusion because many see the A:M Forum as the official outlet for Hash Inc... and it is. But the forum is not designed for conducting business and private matters best resolved by going to Hash Inc directly. Similarly, bug reports are best resolved by entering them directly into the A:M Reporting system.
Many problems can be easily addressed at the user level just by asking fellow users in the forum. If someone at Hash Inc suggests the forum as a source, it is very likely a problem can be easily resolved. For tougher issues there is even more reason to take the issue directly to the source... you don't want the issue discussed... you want it resolved quickly.
Finally, remember that we want to pass this forum on to future moderators and generations of A:M Users in the absolute best condition possible. A:M is just that good a program and is worthy of our consideration.
Thanks for making the A:M Forum a great community.
4,155 topics in this forum
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- 1 follower
- 2 replies
- 491 views
RC02 works Great Just need to make sure the ip address of the server is up to date on all messengers.
Last reply by jason1025, -
- 2 replies
- 489 views
I just spent the last several days making the dust for the left leg in a five step walk. Is there anyway to copy the keyframes from the left leg to the right? I know I have to off-set the start and change the x,y,z starting co-ordinates, but that my only take several hours not several days.
Last reply by robcat2075, -
- 1 follower
- 12 replies
- 1.3k views
Here are two short animations of my BattleMech. This is an 85 ton machine so it should kick up a lot of dust. But I am having trouble deciding which is best or how I can improve them. Any help would be appreciated. Cone: Side_View_Dust_v3_cone.mov Sphere: Side_View_Dust_v4_sphere.mov Thanks.
Last reply by bubba, -
- 4 replies
- 529 views
Where does A:M set the default value for Channel Interpolation? In the Channel CP Settings dialog box it lists Default, linear, etc.
Last reply by robcat2075, -
- 1 reply
- 520 views
I know this subject (copying frames) has been covered before (again and again) but I did not see anything about restricting what keys are copied. I am creating dust for my BattleMech and after I do it once for the first step I would like to copy just the keys attached to the dust object. Does hi-lighting the object in the timeline restrict what is copied?
Last reply by robcat2075, -
- 14 replies
- 1.7k views
I was trying to hide none animating bones in a model which i was rigging I edited their visibility property But when i tried to save , it is not saving and it is giving me the following error message : "An Invalid argument was encountered" I repeated the process more than one time and it kept on giving me the same message . I appreciate your help
Last reply by Nik, -
- 9 replies
- 953 views
When you render to an image sequence A:M creates a .sinfo file to somehow connect sound that was in the chor with the image sequence. How do i get that to work when I import an image sequence back into A:M?
Last reply by HomeSlice, -
- 3 replies
- 609 views
This topic is for Gary who is having some problems posting a new topic. Hopefully he'll see this topic and be able to post here. Here's Gary's first question (somewhat rephrased) for those who would like to lend a hand and welcome him to the forum: Welcome to the A:M forum Gary!
Last reply by Rodney, -
- 3 replies
- 424 views
Hello. below is a question I emailed to Hash. Thought I'd throw it out here to see if anyone has the answer. Hello. I purchased a copy of Animation Master about 6 years ago at a comic book convention. The price of your software attracted me and the demonstration at the convention displayed it's user friendliness. I later learned that I needed the CD Rom to unlock the program each time I wanted to work on it. So I hesitated installing it on any computer fearing I would loose the disk. Needing the CD Rom in hand to unlock the program is very impractical for me. Does Hash offer a new version of Animation Master that does no…
Last reply by robcat2075, -
- 16 replies
- 1.9k views
Why is the background to my choreography different when I render-to-file than when I am working with the choreography? This is my working screen. This is the rendered file. Walking_Lower_Body_F1.mov
Last reply by robcat2075, -
- 7 replies
- 899 views
I've toyed around with hair and cloth dynamic's a little bit and they need to be setup with a deflector. But now I want to try and have two object to not pass through one an other like they ain't there. Did some searching, but not really sure what the right search terms are. Most hits I'm getting are hair and cloth threads. I'm starting simple, a Sphere what will act as ball and the ground. How do I proceed from here? (Is there a tutorial, online or may be even in the AM documentation/guide what I've missed?)
Last reply by HomeSlice, -
- 8 replies
- 694 views
I created two relational poses (percentages) within one pose window to two different bones within the model. Both showed up under user properties. But when I apply them individually within a keyframe they seem to interfere with each other. When I set the right one to 100 the left one goes to some positive value (it is supposed to be zero) Think of toes on a foot. I want to squeeze them at some point in a walk. But when I set the right foot toes to 100, the left pose slider has moved also. Should I have created each percentage pose separately in a different pose window?
Last reply by robcat2075, -
- 13 replies
- 569 views
I have an IK chain of two leg bones. The knee has a null target. I noticed in a chor that the null does not follow the knee as it moves forward. Because it doesn't, I believe that it is causing the knee to bend inward somewhat. Here are three screen captures of what I am talking about.
Last reply by robcat2075, -
- 5 replies
- 536 views
My BattleMech model has three two-jointed "toes". When the foot pedestal rises, the "toes" should flex downward. And when the foot is planted they should return. Each joint has a bone. I am looking for someway to "flex" just one "toe" and have the others follow. Which constraint would accomplish this? Is there some other "easy" way? Thanks.
Last reply by bubba, -
- 14 replies
- 1.4k views
I have a model that has bones and CPs assigned to these bones. Or so I thought. When in bone mode and I click on the top level object in the PWS, a black bone shows up. According to what I have read, this is the default bone to with all "unassigned" CPs are assigned. I have looked and looked at my model and cannot find any black CPs. What can I do?
Last reply by Muff, -
- 10 replies
- 851 views
I started this a year ago as an exercise in splinemanship. Had a few minutes last night and have missed playing with A:M so I finished it up.
Last reply by John Bigboote, -
- 2 replies
- 468 views
On the 1st wk of next month, i am organising a workshop and it is going to be focused on modelling shapes, pliz can any body tell me types of shapes that will be good for beginers to learn with. thz
Last reply by Rodney, -
- 6 replies
- 520 views
When I render to file a choreography that I have not touched except for placing a model in it, I get a different background color depending upon the file type I have chosen. Tga get me gray; mov gets black and jpeg is green Any one know why?
Last reply by John Bigboote, -
- 1 follower
- 2 replies
- 560 views
Hi everybody, Well, I'm back once again! I'm picking up where I left off after finishing exercise three, and I really want to get through the entire AoA:M this time. Actually, I'm working in a much less stressful job now, so it should allow me more time to work on my animation skills. I just want to say, the A:M community is one of the nicest bunch of people I've had the pleasure of talking to online, so I'm glad to be back. -Sean P.S. - TWO is looking awesome!!
Last reply by robcat2075, -
- 4 replies
- 485 views
I just copied a model that I had placed bones in into another model. The CPs and splines copied but not the bones. Each model was in the default model setting. Should I have changed to the bone setting first?
Last reply by bubba, -
- 3 replies
- 562 views
I am using vers. 15.0j+. I am able to render output files in MOV format with sound, but not in the AVI format. I seached the archives and this is similar to another person's problem from March 21, 2010. In that case, he just decided to keep using MOV. However, I would like to use AVI. Does anyone know where I can find some way of figuring out what the problem is?
Last reply by RS3D, -
- 1 follower
- 20 replies
- 2k views
Hello all Im looking at AM for my game creating projects, waiting on a return email from support on some questions. I would like to make a suggestion that one of the Admins or the webmaster make a quick webpage with the specifics of AM, file formats for import/export, video formats import/export etc so that folks can get a quick glance to see if AM will suit their needs. So AM is spline modeling? And doing searching on the forum I see that X format is supported, as I use Unity 3D Im thinking perhaps converting x to fbx. I would not need the advanced material support, just basic materials and I know those usually carry over in X. And video export seems to be Avi …
Last reply by RU2D4, -
- 5 replies
- 1.2k views
Hey everyone, I wachted the 2006 training video. It talks about Dennis Borusso's game Froggy Boxing. It was supposedly made in A:M and then converted into Game Studio. I was wondering if this was actually possible. If anyone has any info. about Game Studio that would be great. P.S. I have posted this same topic on the Game Master forum. Thanks for your time, Masna
Last reply by brainmuffin, -
- 13 replies
- 1.1k views
As some of you know, I had a few problems in December with files going awry. Fortunately I haven't had a recurrence of those problems yet but I have noticed a curious factor with the current iteration of AM. If I work in the current project, save, close the project and shut down AM. When I reopen, there is a little asterisk on the actions folder indicating there has been a change which needs saving ? When I open the folder it varies as to which action has the change indicator showing. Has anyone else noticed this and, has it given any problems ? Pt two Working on an action file I noticed that there is an option to 'Smooth' the interpolatio…
Last reply by robcat2075, -
- 1 reply
- 462 views
Hey everyone, This is a basic question I have about the channels under the choreography of the PWS. Specifically the choreography action channels for the characters bones/controls keys. I have a character that I've animated in the choreography already. BUT...the bone/ control keys are seperated by unrelated controls..... Is there a way the move the channels around so that all the say.....left wing controls are stacked together. This will allow for much easier selection and tweeking the keys. Is this possible to do? William
Last reply by robcat2075, -
- 1 follower
- 8 replies
- 945 views
Hi all, I was asked to do the opener animation for the local film fest here and had a blast animating the fesival's logo rocking out. However, 'm getting unwanted artifacts in my renders that I aren't visible when rendering a Quick Render (file below, "quick_render.jpg). When rendering the same frames to any format (AVI, BMP, TGA), they always come up with these unwanted artifacts, most visible in the light circle on the floor and the character's shaded side but if you look closely you see it's all over the character (test_render.jpg. I tried adjusting different render settings, changinging to Multi-pass (16x), etc., but no real change. My render settings are: …
Last reply by Meowx, -
Not so much a question, more just a cautionary tale! I was working on a character and noticed some rendering artifacts on a 5-point. Shift-1 and sure enough, normals were flipped the wrong way. Corrected it and then noticed that there were some MORE normals nearby in the neck facing the wrong way, too. Started fixing them and was surprised at how many there were. So, just to be safe, I went and turned off "show back facing polys." EEP. Embarrassingly, there were quite a few normals facing the wrong way. Extrusions in particular seemed to be pretty nasty. This got me wondering, so I went back and opened up a model I had finished a while back. My reaction: …
Last reply by Fuchur, -
- 5 replies
- 600 views
I bought Hash Animation Master in 2003 and it is very outdated now. Is the $300 something I spent on it just gone? How do I update it? Do I have to buy it all over again to get the current version?
Last reply by robcat2075, -
- 1 follower
- 8 replies
- 892 views
If you purchase a yearly subscription and wish to purchase the program, will that year subscription be applied to the purchase price?
Last reply by Fuchur, -
- 5 replies
- 635 views
I am following through the tutorial and I have just finished the first one which results in a short video .avi file. If I select "Play Animation File" in the A:M top toolbar, I can see the video file. It has a small lock in the lower left hand corner which I imagine means it's read only. Anyway, if I select the file, I get an error in the media player. I first tried WMP 12. Then I installed VLC media player and still get an error. The strange thing is if I use windows explorer to navigate to the directory which contains the video file, I don't see the video file listed in the directory. I am getting discouraged since I can't even get past the first tutorial!?!? …
Last reply by Fuchur, -
- 1 reply
- 512 views
Hey everyone. I'm attempting to simulate an object colliding with an airplane in mid air. It gets hit from the side rather than head on or from the rear and there is no explosion....just a physical hit that needs to break it apart. My question: Can some type of dynamics/ simulation break the plane up and simulate the pieces falling with drag? **Additional complication is that the airplane appear to be moving at about 100mph even though it's only moving up and down with a little rotation. So when the plane breaks up, there is no forward speed for the simulation to work with as far as the pieces dragging..... Is there a way to do this in A:M without goi…
Last reply by robcat2075, -
- 1 follower
- 8 replies
- 923 views
I'm not new to 3D modeling, I've owned Animation master for 6 years but sadly never used it as I found it intimidating at first. I am now at a point in my skillset to be able to create cartoon characters but need to be able to add bones and rig them for posing, maybe even export as rigged models for resale. The thing is I use another 3D app to model with and import my models into AM via 3ds, so the question is can I use an imported mesh in AM if yes how? I'd like to assign bones and rig them if possible.
Last reply by Pete Stoppel, -
- 8 replies
- 539 views
I need help. I set up the surface properties (color, transparency, etc) on several parts of my model. I then deleted the groups, not realizing what they do. I "Undo'd" and the groups came back but the properties are still gone from the model. Is there any way I can get the properties re-applied easily?
Last reply by robcat2075, -
- 14 replies
- 1.2k views
Hello, I have been working with AM for about 4 months.. First time ever to explore animation, modeling etc.. I have really enjoyed the process and plan to continue learning and working on animation. Here is the video I made, hope you like it. David...
Last reply by nino banano, -
- 7 replies
- 742 views
Is there anyway to detach (using the detach button) just a CP and spline segment. What I am asking is there anyway to select a spline segment and the associated CP and detach just the selection from a nexus of other splines?
Last reply by DJBREIT, -
- 4 replies
- 592 views
I am having trouble with hooks. I get them when I don't want them. Is this an option that can be turned off and on? Also, if I try to put a new CP and spline very close to an existing CP/spline, A:M makes the new spline an extension of the existing CP/spline instead of making a new one. Is there a setting that I can change to change this behavior? Thanks.
Last reply by bubba, -
- 5 replies
- 847 views
Hi im just join Today and getting started on animation. im like seriously animation illiterate atm ,but i consider my self as a fast learner. If u can help a fellow member out feel free to post or add me thanks...
Last reply by TheSpleen, -
- 6 replies
- 469 views
Why is it that sometimes when I turn on the handles and select a CP with splines, they (the handles) do not show up? Thanks.
Last reply by bubba, -
- 3 replies
- 473 views
I somehow forgot how to do this. I have made a boolean cutter that is meant to cut the hull but not the innertube of this screw. So, how do I achieve this? Cant get it to work: see picture BoolScrew.mdl
Last reply by jakerupert, -
- 14 replies
- 765 views
Kinks.actFollowing the recent advice here I am plodding along with my project. However, I have encountered a curious problem ( another you ask ? ). I am going for the second pass on an action file to put it the hand and face movements when I noticed that, somehow or other, the left hand bone has reversed direction and is now pointing back along the forearm. It still affects the cps of the hand but can go a bit wild when I try to move it. Can anyone explain whats happened and, most importantly, how I can correct it ? Thank you kindly in advance. regards simonFingers_Janitor_15.mdl
Last reply by Simon Edmondson, -
- 12 replies
- 738 views
I have finished roughing out the bottom portion of my BattleMech and now I want to start adding bones. I believe I should start in the middle portion of the "lower body." Should the "root" bone be perpendicular from a line drawn between the centers of rotation for the two legs? Do I need to add another bone pointing down? From the first (or root) bone I believe that I should draw bones out to the leg joints. Then down each leg, then through the foot pedestal and out to each "claw." All bones should be children of the previous bone - except of course the two in the pelvic region. Here is my model. legs0.tga Thanks.
Last reply by bubba, -
- 0 replies
- 315 views
Right now my PlayRange at the top of the PWS is white against very, very light gray which is almost indistinguishable. I know there's some Windows interface color setting that manages this and it's not in A:M but what interface elment do i change the color of to get my non playrange area to be a darker gray?
Last reply by robcat2075, -
- 6 replies
- 590 views
I'm using v15j and when I try to export my models as 3DS or OBJ files, they fail to export the texture data. Is there anything special I have to do before I try to export them?
Last reply by Xtaz, -
- 1 follower
- 7 replies
- 809 views
Hey Folks, Two questions. 1st, how do I get the panels to be tabbed panels. 2nd, how do I go about updating v12, I know where to get the updates just can't figure out how to install them. Thanks for your responses, I know they will be quick and helpful. Bob K
Last reply by robcat2075, -
- 2 replies
- 428 views
Can two 5 point patches share some of the same CPs?
Last reply by Fuchur, -
- 1 follower
- 7 replies
- 620 views
i'm making snow, and i don't understand what the preview is on about. the chor is huge, it's a landscape. there's no motion anywhere, yet. when pressing play with the marker on frame 0, there then appears the rendering indicator; the line at the bottom of the window with a percentage telling how big a portion has already been rendered. the rendering is very quick. the marker then moves to either frame 16 or 18, and renders that. then it moves to frame 0 and remains there, though the play button is visibly still on. there is no motion, it's not snowing, not even by two frames. any idea what's going on? is this just beyond capacity for my machine?
Last reply by HomeSlice, -
- 4 replies
- 738 views
I'm fooling around with the lights and camera to get a better feel in how to use them fast and easy and tried to have them circle around static object (model) With both the light/camera I through I could easily draw a circle path around my object and have aim at the object to keep it centered all the time. But both don't seem to want to snap to the path and attach them selfs to it. I've tried manually setting up the camera/light to do a circle motion around an object but this is very time consuming or at least the way I'm doing it. I'm pretty sure there is an easy way to move the camera/lights around in a fluent circle motion Searched around looking for a…
Last reply by wildcard, -
- 7 replies
- 660 views
I've completed ( for now at least ) all the actions I want my figure to perform in a choreography. All the actions were completed in an action window and I'm dropping them on the same figure in the chor. Wherein lies the problem. When he reaches the end of action two he is on the right of the sceen The next frame is the start of section three and he starts on the left side of the screen again ? |Is there a way to prevent this so the third section starts in the same position as the second ends? regards simoni
Last reply by HomeSlice, -
- 1 follower
- 8 replies
- 893 views
I am trying to drop some objects in a cloth bag. I have the bag material but I cant make a hard cloth material that allows the objects like plastic or metal to maintain their shape. Deflector cloths don't seem to get effected by gravity. Newton dynamics and cloth have undesirable effects as well. Any ideas or hard cloth materials to donate?
Last reply by robcat2075, -
- 1 follower
- 4 replies
- 639 views
goodnight-stories needed: looking for technical info with examples on interpolation and pre- & post-extrapolation in a:m? techref: nil site search: one (candy cane rotation repeat was conclusive) almost feels like i'm missing something here?
Last reply by dblhelix,