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Thanks for making the A:M Forum a great community.
4,162 topics in this forum
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- 5 replies
- 580 views
I took time out from the exercises to read the help files start to finish, and now that I'm marginally less confused than before I restarted the exercises. What, I wonder, is this huge circular geometric thing that overlays the Choreography window called a Rim? I moved it here, then there, then did some fairly dramatic moves with it and it seems not to affect a thing. I suspect it's a lighting thing but just how and where the two are connected escapes me. Could some kind soul spend a few words and enlighten me?
Last reply by maskoon, -
- 1 follower
- 14 replies
- 1.3k views
Most software companies give an overview of the product they are selling listing features and such. However, I'm not able to find this on the Hash website. I have no idea what Animation: Master is like and would like to know more about it and what it can do. Can anyone lead me to some articles, reviews, etc?
Last reply by thefreshestever, -
- 13 replies
- 1.3k views
At one point I modeled an old-timey padlock, but now can't find it. So I'm doing another one. Problem is, I can't quite close up front of it so it is a solid surface. The part that is giving me problems is the upper-right. I thought I was going to be able to have a 4 point patch and a 5 pointer, but the 5 point patch actually has six points, so I don't know how I'm going to fix this without creating a buch of extra patches. Also, it just kind of looks odd the way it is right now. I'm not sure that the splines are laid out right. The other thing, now that I've learned about beveling, I really don't have a clue how to bevel something like this. Its fairly …
Last reply by Roger, -
- 2 followers
- 2 replies
- 359 views
i wanna make some decals, but not know where to begin. guess i suck at that ;; all this time ive been trying to use photoshop to build the stuff, but ive been wondering wondering if theres a program i could use to paint the materials right on the model, that would be awsome
Last reply by Caroline, -
- 6 replies
- 809 views
Another question but is there a way to paint your colors for a more realistic looks. It seem like softwares like cinema 4D can paint. but is there a way to do this in A:M.
Last reply by animation man hi, -
- 6 replies
- 733 views
Hello all, I want to make a scene with flying or falling Money. mt first problem seems to be making the paper thin enough to be paper and still put a decal on it. the second problem is placing the bones for curving and flipping the paper as it falls. And it would be fantastic to have any suggestions on the best way to set gravity etc. Thank you
Last reply by MattWBradbury, -
- 0 replies
- 369 views
I'm looking for a page turn type of thing again... I think I asked this before a long while back. I'd like to be looking down at stack of pieces of paper, and have the top page curl from the right lower corner to the upper left, revealing the next page. Would it be better/easier to do this as a cloth, or with a series of bones from upper left to lower right? In my ideal world, the first page would flip, exposing the rear of that page as it passes the camera, then showing the next page in the stack. "I'll hang up and listen" = I'm doing a search again while waiting for a reply.
Last reply by oakchas, -
- 0 replies
- 277 views
I get this error when trying to create a shortcut on a walk action I created...... incorrect parameters...I know it is probably simple fix, any help would be appreciated. Thanks.
Last reply by Stronghorn, -
- 4 replies
- 713 views
How do I parent an object to another? I want to have my character pick up an object and hold it. I already have my character walking by the way as well cause if it requires to use kinematics, somehow when I moved back a couple of frames I got an error message. Thanks, J.W.
Last reply by jweinrub, -
- 1 follower
- 11 replies
- 868 views
ok this is a multi part qustion so hear goes 1 is there a way to have part of a texture show and part not , such as glowing letters or the such 2 dose the texture require any special modifications
Last reply by Caroline, -
- 1 follower
- 6 replies
- 1k views
Here's the box I put myself into: I have a character looking at another and eye focus is manually placed on the 2nd character. The camera then starts to move in on the first character for a close up and character turns to address the viewer. The camera is still in motion as the character looks at it. I figured I'd be clever and translate eye-focus to the camera. However, so the eyes would move somewhat naturally, I'd go to the channel for enforcing translation and changed the type from hold to linear. Well, sure enough, it sorta worked... but not totally as I expected. As soon as enforcement rose above 0%, the eye focus immediately leaped to a point just a bit in f…
Last reply by ArgleBargle, -
- 1 reply
- 373 views
are there any tutorials on particals. I know there is one in the TAOAM but I mean more cutom stuff.
Last reply by HomeSlice, -
- 2 replies
- 462 views
i have the non-shift particle hair on my character's head and every time i move them in the relationship/pose area, the hair doesn't move with them. i tried moving the hair with the groom brush and it worked, but it lost its original shape. is this the only way to move particle hair or is there another way? (is there a way to assign bones?)
Last reply by John Bigboote, -
- 2 replies
- 510 views
Usually when applying particle hair i assign groups of patches for the hair to go on the head. But with this one model, it applies the hair underneath the head (it puts the hair on the inside and not on the top of the scalp ). i tried even assigning it one patch at a time and it still didn't work. I went to the grooming mode and tried to brush it to the top... no success there either. Is there anyway I can stop the hair system from applying the hair to the underside of the scalp? (it's very annoying considering i can't model hair yet). Maybe i should just model hair (if you guys recommend it, then i'll have another topic post) -hisako
Last reply by Hisako 100112, -
- 5 replies
- 430 views
how do i make it so a particle is rotated the way i want it to be??? like if the particle is vertical, and i want it to be horizontal, you know... something like that. thx
Last reply by johnl3d, -
- 3 replies
- 768 views
i am just wondering if there is any tutorial on particle system . . . just let me know if you have any one.
Last reply by HomeSlice, -
- 3 replies
- 494 views
Using 15.0j on an Intel iMac 10.5.8. It seems that many patches don't emit sprite particles... randomly. I threw together a project quick to test it out, and a simple model revealed the same results. spritebug.zip If you've got the time, I'd love to hear if you have problems with this. Try dragging the particle emitter to different groups, or try copying the groups and then moving the emitter around. It sometimes seems to only work with certain patches of the groups, or emit unevenly. I haven't touched this particle system since I got it running great back in this thread, and I loaded it up today to find it not working at all. It coughs out a poof from a singl…
Last reply by John Bigboote, -
- 4 replies
- 484 views
ok i got two questions one, how do you get those particle systems, (like the blob, or sprite, or whatever) to finish emitting whatever i can figure out how to setup where they start emitting im just having trouble figuring out how to setup where they stop emitting --- second question about the treeZ plugin thingy i got it to work pretty well, its actually pretty easy when you know how im just having trouble with the foliage, how do you produce the foliage for the trees? do you use some sort of particle system for that? im having trouble getting that to come out well for me
Last reply by the_black_mage, -
- 4 replies
- 625 views
I am doing some final renderings in A:M v15, and after reading these boards I decided the best way to go was to do them in layers and then composite said layers together. That way I can use post effects to blus my background and foreground objects. Except when I render a model that has particle streaks, A:M is putting their transparencies into the Alpha channel even if there is a visible object behind them. (so if I have streaks in front of a wall, and both the streak emitter and wall are to be rendered, the wall should be sorta visible though the transparent streaks. Instead, it is just transparent all the way through. Shouldn't A:M only be applying transparencie…
Last reply by Ganthofer, -
- 9 replies
- 620 views
Hi - I have a dentist client that wants an animation of the process of Veneers being put on. I need to illustrate a dental drill shaving down the tooth a bit. I am guessing a "blobbies" particle material or something? I would love any suggestions or samples of something someone might have done similiar to the effect I am trying to achieve. I have delt w/ smoke and fire before, but not w/ blobbies. Thanks for any help, Eric
Last reply by flashawd, -
- 11 replies
- 648 views
I have AM version 12.0w and I did the particles tutorial to create fire. When I look at the realtime preview it looks great, but once I render anything the emitter can be seen. I attached a picture to show what I'm talking about. I searched the forums and did a lot tinkering trying to fix this problem, but I'm really lost on how to fix this. The book blatantly states that emitters should be transparent, but that isn't the case here. Any ideas?
Last reply by ronjeno, -
- 3 replies
- 550 views
In the hair system. Dose anyone know a tutorial on parting hair?
Last reply by DJBREIT, -
- 0 replies
- 421 views
I'm building a house with a stone foundation. My texture map isn't long enough so I'm duping it and hiding the seam with a wooden beam. The top image is the Modeling Window. But in the Choreography, it jumps forward. Any ideas as to why?[attachmentid=13247]
Last reply by Kelley, -
- 4 replies
- 511 views
In this model, the gun is over the soldier's shoulder. In the Modeling Window. And in Bones Mode. But when introduced to the Choreography, it jumps down below ground level. Any ideas on why this is happening? [attachmentid=18613]
Last reply by Rodney, -
- 5 replies
- 796 views
I'm attempting to use "Paste Mirrored " in an action, and it just won't work. It used to, but now it won't? I cant figure out why. Has anyone else had this problem? I'm wondering if perhaps I hit a key without realizing it and deactived it. I'm using 11.1 Ed
Last reply by Ed Doyle, -
- 2 followers
- 5 replies
- 648 views
I can't figure out why paste mirrored isn't working. I am working on a Mac, but other than that, nothing out-of-the-ordinary. Just trying to finish up exercise 5 and am a bit confused. Any help appreciated.
Last reply by Path other, -
- 1 follower
- 4 replies
- 1k views
I cant seem to get copy key frame and pasted mirror to work in an on off "relationship" I am viewing a tutorial that shows it working properly but in 15i I cant seem to get a result. Any ideas? much appreciated.
Last reply by robcat2075, -
- 1 reply
- 337 views
i was trying to experiment with some facial expressions i thought i could copy and paste the pose set on one side of the characters face to the other side of the face in the second pose but i couldnt get it to work properly
Last reply by KenH, -
- 8 replies
- 891 views
I'm following the Take a Walk tutorial in the manuel using a model I made. I made the first 4 keyframes, and now I want to use them to make the other 4 key frames using the paste mirrored command, but everytime I use it the the frame number I want to paste mirror the keyframe in, nothing happens. I never had this issue using the rabbit model, so is my model at fault?
Last reply by KenH, -
- 5 replies
- 463 views
This may be obvious beyond belief, but...to make 'paste mirrored' work, need I be in Mirror Mode?
Last reply by walkers, -
- 8 replies
- 871 views
I have a model with two user properties (pose sliders): "Twist left" and "Twist right". Sometimes I'd like the two properties two change exactly the same way for awhile. So in my chor I used keyframes in the timeline to define the "Twist left" property the way I wanted and then I selected all those keyframes with the mouse in the timeline. I right-clicked on the bounding box and chose "copy". Then I went to the timeline for the "Twist right" property and right-clicked on the timeline and chose "paste". Nothing happened. I tried the same thing but using the "Edit" button at the top of the screen and chose "copy keyframe" and then "paste keyframe". That pastes just t…
Last reply by RoyBU, -
- 1 follower
- 11 replies
- 1.3k views
Hello, I am continuing my face creation tutorials and I have a group duplication problem with its decals. At 10:00 we duplicate the eye patch to create the second one and the decals are duplicated with it. When I do this, the decals don't duplicate !? What am I forgetting ?? greats
Last reply by robcat2075, -
- 2 replies
- 484 views
There was an option in older versions of AM to set the patch color of something - this was a quick and dirty way to get a "textured" model without creating a material - I used it to get a rough idea of what things would look like. Do they still have patch materials or no? I can't find them. I thought you could just make a selection, right click, and that would be an option - at which point you would get the color picker to pick the patch color. Its been a while since I've used it, the last version I can remember it being in was v12 or v13. Maybe it was just moved.
Last reply by Fuchur, -
- 10 replies
- 813 views
Continuing my fascination with clunky World War One-ish things, I started to build a seaplane. [bi-plane, center pontoon hull] Last night I was setting Specular highlights. I had done most everything: the hull, engine, fuel tank. nacelle, and the cockpit. [and had Saved] Just before wrapping up for the night, I came back to find that the cockpit nacelle's dark green upper surface, and the brown leather rims, had defaulted to the red used on the nose. Today, I undertook to repair that. After three attempts, I gave up. I can change the colors back. [i remove them from Groups first] But as soon as I assign Specular color, it snaps back to red. Might I have exceeded a limit t…
Last reply by KenH, -
- 12 replies
- 1.1k views
So I am working on cleaning up the penguin - I am redoing the patch coloring after doing my CFA. Is there an easy way to choose additional adjacent patches to have the color I want, or should I just create a new group and reapply the material? The only reason I am not doing that is I have a ton of groups as it is and probably should start deleting them. I'm not even sure what some of them are. I don't know how I ended up with so many groups, it looks like they are copies of the existing groups I have (numbered 2-7).
Last reply by Roger, -
- 6 replies
- 768 views
Hi forks I can't get the Patch group mode (shift+p) to work, is it only me? The cp's do not take on 15e please help
Last reply by robcat2075, -
- 2 followers
- 23 replies
- 3.7k views
I want to know are there any recent tutorials on patch modeling in version 17?
Last reply by Dpendleton77, -
- 4 replies
- 460 views
what are patches? and how do you find the amount there is in a model?
Last reply by phatso, -
- 2 replies
- 485 views
I am following the guide by David Rogers, and when I make my patches the outer edges of splines turn into hexagon shapes. Like when making a sphere, it is round but with the hexagon look to it. I hope someone understands what i am saying, meaning i hope i am explaining it clearly and in the right way. thanks for any help. Steve
Last reply by phatso, -
- 6 replies
- 678 views
So I build my fist model, but when I render a lot patches don't render right. I found the solution and I had to flip normals on the patch that didn't render right. Any quick way to get all patches to be flipped in an outward direction so the render correctly?
Last reply by NancyGormezano, -
- 1 reply
- 376 views
ok i found out that having a spline in the main animation screen works really well for moving a flying object , how every it seams to auto set the movement from start to end without proper setup Ie i wanted a "asteriod" to over 50 secons slowly come in and eventualy hit the ground , but it hits at 20 seconds and for the life of me i cant figure out how to change this
Last reply by Rodney, -
- 1 follower
- 2 replies
- 452 views
Ok, so I'm using paths a bit... And I constrained my model to this path. Now, how do I set the time that it starts on the path and when it ends? So far, I can only get it to work with the choreography time... Can you do this? Where? How? Thanks!
Last reply by goodguy20k, -
- 27 replies
- 1.4k views
I am still struggeling with the path constraint. I have a car model sucessfully constrained to a path, but strangly the modelbone is not moving along with it, thereby causing the posesliders doing unwanted things. Any ideas, what could keep the modelbone from going along happily with the model?
Last reply by jakerupert, -
- 1 reply
- 407 views
I was making an animation when I accidently clicked on the project workspace, I dont know what folder I clicked but now all my constraints are gone. I searched through folder after folder, but I can't seem to find the constraints. Can anyone help me?
Last reply by robcat2075, -
- 2 replies
- 467 views
In anothr project I have a model of a van that I wanted to animate with a constraint to a path. ( I am using V13, although I have V14) I apply the translate constraint and target it t the path but, how do I animate its position over time in a choreography. Or... Am I going about it the wrong way ( not unlikely ) regards simon
Last reply by Simon Edmondson, -
- 4 replies
- 554 views
I know I should know how to do this, but I don't. I've been messing around with it for forever and finally decided that I need help. It's probably something simple that I'm not doing, but I can't figure out what it is... Okay, so I'm playing around with the Knight and reusable actions in the Dark Room (in the projects folder). I have him be idle and then yawn. (No problem) Where I run into a problem is when I try to have him walk on a path after that. When I create the path and constrain him to it and the type of walk I want, then it automatically constrains him to the path when he is idle and yawns. So I end up with a knight yawning as he slides along a…
Last reply by TeresaNord, -
- 4 replies
- 776 views
I have followed exercise 5 "Take a Walk" and everything works fine. I made walk action for Rabbit and then used it after creating a path for rabbit to walk on and everything was fine. I even used a 'stock' action and still everything was fine. As I experimented with actions using a path I chose a new ground (the ground that is slightly hilly that comes with AM) and then applied the path and Rabbit (as well as other actors) to the path with a walk action, his feet are in the ground and NOT on the serface of the ground. I have tried constraining rabbit to the surface of the ground; I have tried constraining the path to the ground but I cannot get rabbit to follow the path A…
Last reply by robcat2075, -
- 5 replies
- 492 views
Hi all, Can anyone tell me what determines the start of a path? I'm working on a SO shot and I have a crow constrained to a path that I had to modify by adding a few splines and now It's starting at the end of the path. I know I could use ease to make it work but I just want to understand how it works. So what controls where the start of a path for a model is. I need to get the crow on the other end of the path spline. George
Last reply by Jeetman, -
How do I edit a Path after I have made it and find I need to make some adjustments Also in the tech manual it mentions I can use a model spline for a path but I have not been able to get it to work.
Last reply by DJBREIT, -
- 1 follower
- 1 reply
- 504 views
if i make a path, in "bone position" at "end" the Z channel has a key at 25 hrs, at 25cm. v15 j+. is it just bugging me?
Last reply by robcat2075,