Game Development
Discusion area for game development related to Animation:Master
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166 topics in this forum
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I've been putting together some advanced tips and techniques in some kind of manual for myself. I decided to share it. I named the document 'Models for Games' because it also includes specific information about getting your models into a game engine. However, I think the modeling and texturing tips described there may prove useful in any situation. modelsforgames.pdf
Last reply by Rodney, -
- 1 reply
- 20 views
Once again Humble Bundle has a cornucopia of books on the Godot Game engine for sale https://www.humblebundle.com/software/everything-you-need-to-know-about-godot-4-encore-software?utm_content=cta_button&mcID=102:65024dd1790e50cee6000bb0:ot:5cf2f1707ee2c9297f16ccee:1&linkID=65024dd35d86e6db8f07ff1d&utm_campaign=2023_09_14_everythingyouneedtoknowaboutgodot4encore_softwarebundle&utm_source=Humble+Bundle+Newsletter&utm_medium=email One of our members has made a Godot plugin for A:M
Last reply by kujaibacha, -
- 1 follower
- 6 replies
- 137 views
Hi everyone, I just wanted to let everyone know that I have created a plugin for Godot game engine that will import am Models directly. It will import them as a polygon model off course, one polygon per patch(at least for now). It will import the first decal with uvs and the texture. It will also import actions/animations. The details of what it can import fully or partially is in my github repository page. https://github.com/rasikrodri/Godot-Plugin---Hash-Animation-Master-Model-Importer-As-Scene Try it out an let me know how it works. To install it you download the zip file I have attached or from the github repository, open godot, g…
Last reply by detbear, -
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New as of Feb 14, 2020 is Media Molecule's Dreams... which is hard to describe... it is a game-engine... it is an illustration software... it is a modeller, animation and world-builder... all 'contained' within the confines of your Sony Playstation 4 (I don't have a PS4- but now I want one.) Cost is $40USD for the software... the PS4 can be obtained for $400 new or much-much less for the thrifty buyer ( I saw one lightly used with a lot of extra components on my local Facebook Marketplace for $200. The 'upsides' are many... look at that demo-reel... want to make beautiful worldly animations quickly? Want to avoid 'coding'? Want something that will endlessly entertain…
Last reply by John Bigboote, -
- 5 replies
- 605 views
Godot use seems to be on the rise although I suppose that perception might be largely due to links that brought me into closer proximity to its usage: Well worth checking out: https://godotengine.org/features Disclaimer: I am not well acquainted with the Godot engine and it's general usage..
Last reply by John Bigboote, -
- 10 replies
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I am using Unity 3D 4.6 and I am evaluating A:M v18 before I purchase. I used to use A:M back in 2005 and bought the CD, but it no longer works due to scratches and Windows 8. I need to be able to export models I create with rigging and actions using either Direct X or FBX. I found and downloaded the Direct X exporter and put it in the correct place, but it does not show up. I put it in the 32 bit version. I cannot find a Direct X export in either 32 or 64 bit. How can one use v18 with Unity3D? Mike
Last reply by John Bigboote, -
Has anyone worked with .xml files using Android w/Java? Or Eclipse with Java? OpenGL (embedded systems) 1.0? They usually call everything a device now, but nobody laughs or says much when I call it a smart phone that I put apps on. Plus some have big screens and they look just like a computer. Not that I don't like my new computer, just can't program it much anymore. One book did show me how to put a frame animation into an XML file, put the images into the proper res folder, and whammo... I got a floating couch on my phone... just as soon as the .apk was put into the RAM via ES File Explorer. I could probably upload an .apk to show what I was s…
Last reply by DZ4, -
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Hey you gaming gurus who use A:M. Was wondering if Smartskin will show up in animations that or exported? Do you have to bake it somehow prior to export? Is there a helpful thread about this somewhere's? Thanks so much in advance
Last reply by robcat2075, -
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Hi friends! I´m new posting and sorry for my english too... I´m wondering if animation master is compatible in animations as in models with textures with the softweare 3D Game Maker. And FPSC too. (Darkbasic.com) If some one has some experience... PLEASE!!!!! HEhehehehe.
Last reply by Wolvardo, -
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- 919 views
Hi! I'm trying to descover which is my best option to develop a videogame without programming, because I dunno program. And may be you guys can help me telling me which are the options that we have in the market. Also I wanna make team with some one who needs a modeler or animator (Maybe texturizer), if ther's some one who wanna make team with me... Have nice life everyone!
Last reply by Wolvardo, -
- 5 replies
- 796 views
Hey all, working on landscaping, possibly to be incorporated into an interactive format, flyby0.mov My question is, in order to be viable in such a format, what size have people experimented with? Do you create interactive/game landscapes in one big piece (which seems incredibly unwieldy after a while) or do you go from individual landscape to individual landscape (through the game engine? Still learning. Anyway, right now I'm still working on the first piece of landscape (about 5000cmx5000cm) and am looking for ideas on where to go. Thanks, RIch
Last reply by robcat2075, -
- 1 follower
- 17 replies
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I haven't seen any mention of Torque 3D going Open Source here so am posting this here. Gargage Games made the Torque 3D gaming engine open source in September. I don't know anything about the specs and requirements for usage but those who use A:M for gaming will be able to determine that I'm sure. http://www.garagegames.com/community/blogs/view/22074 There is more info to be had via the announcement, which includes the rationale for why Garage Games is pushing Torque 3D to open source: http://www.garagegames.com/community/blogs/view/21876 Unrelated: I note there was a link also to a procedural modeling application that creates odd models…
Last reply by Fuchur, -
- 2 followers
- 22 replies
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To the Animation:Master community: Almost six years ago to the day, I posted a message to the Animation:Master mailing list with the following header: From: Chris Roy To: animaster@hash.com Sent: Saturday, March 03, 2001 8:31 PM Subject: Interest in a DirectX .X export plugin? What started as a simple request to gauge interest in an A:M exporter turned out to be quite a bit more than I expected. From that email, I began programming AMXtex, a DirectX .X model and animation exporter for A:M. Four years later, in 2005, I began working on AMXdtsPlus, a Torque DTS/DSQ model and animation exporter. Lately though, the combination of my persona…
Last reply by AZ3, -
- 2 replies
- 701 views
http://gamesalad.com/ Looks like it publishes to most phones, pads and web... drag and drop instead of coding... anyone using this?
Last reply by AZ3, -
- 1 reply
- 670 views
An article with thoughts on game design. Not "what does the monster look like" game design but "what makes it a game" game design. http://www.raphkoster.com/2010/10/12/the-f...of-game-design/ For those of you who dream of making such things, this might be a starting primer.
Last reply by pixelplucker, -
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- 674 views
Is there any AM user that is, also; interested in game design and development using the Torque Game Engine. I would like to work with someone in this area of game design using AM and TGE.
Last reply by FOKASK, -
- 1 follower
- 5 replies
- 927 views
Don't know if anyone gets the Garage Games newsletter, but they are going to be shipping the Torque Development kit for the Wii...cheap too. Imagine the possibilities!
Last reply by cfree68f, -
- 2 followers
- 7 replies
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People are doing very interesting things in second life, see the second life arts magazine for some extreams. http://slartmagazine.com/ I would like to use AM to create the sculpted primitives for second life. I have not seen anything on AM yet. People in second life are recomending all of the 3D modelers except AM while AM is the best suited to the second life format. Second life already uses "NURBS" which are splines. http://wiki.secondlife.com/wiki/Sculpted_P..._Creators_Guide Here is the technical explanation of how it works: http://wiki.secondlife.com/wiki/Sculpted_Prim_Explanation Is Hash working on it? Can a simple plugin be created for exor…
Last reply by cfree68f, -
- 2 replies
- 830 views
I'm Back, haven't been on in a while and kinda gave up with animation master but now im gonna start making my maps again and i need as much help as i can get...it would be nice if u guys have msn and wanna help making the maps with me...were doing all 13 maps or how ever many there are. Then were gonna transfer them into game maker and recreate halo 2's multi player to be able to play them on your computer. Should be fun and also challenging. If wanting to help post here or PM me. Thanks, oOx GaMeR xOo
Last reply by totlover, -
- 1 follower
- 4 replies
- 906 views
It's a FPS!!! Shadowrun is a RPG(role playing game)!!! I've been away from the community here for a while (personnal problems) and I used to be a contributor to TWO but I've backed out of animating completely and have been focusing on game development. After seeing and playing the new Shadowrun I've decided to start a project that has been sitting in my notebook for 3 years. A Shadowrun RTS. I'll try to keep everyone posted here and on the website.
Last reply by Ilidrake, -
- 2 replies
- 732 views
If anyone could help me locate Emilio Le Roux's epic tutorial (30+ pages) for converting Hash models to 3D Gamestudio it would be much appreciated. I'm missing some pages at the end of my printed copy. When the tutorial is located it is definitely worthy of pinning on Rodney's Tutorial page. Thanks Eric
Last reply by jobusfest, -
- 2 followers
- 13 replies
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I've searched the forums a bit for that and I've found a few hints here and there. I'm about to define the artistic pipeline for a new game (http://archangelchapter.com). It's using the Ogre3D engine and so far I've tried MAX, Blender and Milkshape. MAX costs an arm and a leg and Blender is downright confusing and counter-intuitive. Milkshape is a bit too basic. I've been away from A:M since 1998 but I've re-installed '98 recently and it's like riding a bike. Everything feels natural and at it's place. I've seen some of the newer version and it all seems good. However there is no direct path between Hash and Ogre. What is the most effective path to do this? …
Last reply by Emilio Le Roux, -
- 1 follower
- 5 replies
- 891 views
Hiya, I've been away from hash stuff for a while but I do have some experience with the api. I originally wrote an object exporter for the Auran Jet game engine hmmm... about 5 years ago... Anyway, as per the topic, is anyone using microsoft's new offering to create games for xbox 360 and pc? http://www.microsoft.com/downloads/details...;displaylang=en Andrew
Last reply by BitShuffler, -
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- 662 views
Does anyone know the proper bone and node implementation for modleing a flying vehicle in AM for use with the Obsidian game .DTS convertor for The Torque Game Engine. Thank you for any info.
Last reply by FOKASK, -
- 1 reply
- 651 views
Hello you all, I may be jumping the gun once again after a few years of rest from AM but still.... A friend of mine asked me to join him to create a 3D Space simulator game and since he has no 3D animation or modeling skills at all, that's where i jump in. So I was wondering that if any of guys have any experience creating models for games, in this case spaceships, and exporting them to formats that my friend could use. I remember from years back that there was a DirectX export tool for AM(AMtex or something like that if remember right), anyone used it? Any suggestions and advice would be much appreciated also if anyone is interested in taking part of the project, I …
Last reply by KenH, -
- 2 replies
- 806 views
Hi, I'm a seasoned vetern when it comes to animation, but I'm pretty new to the gaming world (modeling), and have been trying to figure out how to export a model from Animation:Master so that one would be able to use the model and actions created in AM to be used in DirectX. Here's an example of the problem: The model is exported using AMTex, but when the model is imported into DirectX I keep getting this error, "Error 1 Error normalizing vertex bone weights. BoneWeightCollection does not contain any weighting values." Any ideas?
Last reply by kkwaters, -
- 0 replies
- 800 views
I am trying to get in touch with Obsidian Games, author/publisher of AMtex DirectX export module for A:M. My problem is commercial-critical. If anyone from Obsidian is monitoring these forums, please contact me ASAP. Bill
Last reply by wwoelbel, -
- 1 follower
- 3 replies
- 971 views
Is it possible to have two sides of a texture showing in DX from an AmTex export? I see it done in WoW, where if you view the inside of their models, you can see the texture on that side as well. I would like to know how to do this with AMTex. The closest I can get so far is to create two models, and have the normals flipped in the second model and put it in the exact same postion as the other model. This generates double the CPs and creates unnecessary loads of CPs that bog down the models in our game we are making. It is not an apparent problem in the short term, but when you have lots of models loading all at once, the whole show grinds to a halt for several secon…
Last reply by kkwaters, -
- 1 follower
- 3 replies
- 1.2k views
I just reported this to A:M reports, because I think it's an SDK issue. Yet, I post it here because maybe Chris or Arthur could think on a solution for this, since they have experience on exporting patches to polygons. This is what happens with hooks: And this is a model with 5 point patches Both images show: the A:M wireframe, the A:M textured object, then the 1x export and the 4x export in Fragmotion. 5 point patches get fixed at 4x or more (also tried 16x...) but hooks are troubled at any exporting resolution. I don't experience any missing or flipped (normal) polygons. Just these.. rotated, unaccurate UV coordinates.
Last reply by Emilio Le Roux, -
- 1 follower
- 1 reply
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For those interested in using A:M and Gamestudio (perhaps other engines apply too), these are some of my notes. I use to write them for myself, to help keep track of how I should do things to avoid errors. So, please forgive me if using odd grammar -------------------------------- Notes on Model Creation Workflow Hash, AMXTex, MED and Fragmotion My actual workflow involves exporting from A:M to Gamestudio via MED and/or Fragmotion. This pipeline is not hasslefree, as all of the involved tools show some kind of issue. Since there is a number of small glitches, it became a little hard to track the issues and avoid errors. So, I decided to put it to…
Last reply by kkwaters, -
- 2 followers
- 20 replies
- 2.3k views
I am a full time developer of a game that is using Animation Master for models, & actions exported to Direct X format via the AMTex Tool By Obsidian. I am one of three so far. (We all work for free) We have a Programmer, and a n00by apprentice whom I am teaching the ropes to. Our game is a MMORPG that uses a true virtual economy. If WoW gets an A+, we are aiming for a B- in game art and content. We are building the Demo right now, and do not need beta testers as of yet. We expect our demo to sell us up to the big boys when we are ready to push the ball over the hill and run to catch up behind it.
Last reply by kkwaters, -
- 3 replies
- 700 views
I am working on a Game and can export AM Models to 3ds and it works but Is it possible to create an action and the in each frame of the action be able to export each of the frames out to 3ds individually Thanks Gary Weaver
Last reply by bigfishcatcher, -
- 7 replies
- 819 views
ok a while back someone told me it has to be 1% smaller for torque i dont know what that means help me out! By the way i bought torque 1.5!
Last reply by case, -
- 1 follower
- 21 replies
- 1.4k views
hello hello ;-] whats going on so can am and toque work together like if i created a chicken in A:M and then i wanted to put it into to torque as in make a game using the same chicken is it possible at all???
Last reply by case, -
- 1 follower
- 0 replies
- 687 views
http://msdn.microsoft.com/directx/XNA/default.aspx For all you game guys out there, just thought I would post this.
Last reply by Chad_Hunt, -
- 1 follower
- 0 replies
- 601 views
We use 3d studio Max to create our models (it's still a better polymodellingprogram then AM). We use a custom exporter to export the model with textures and uv's and import it back into AM. The rigging, skinning and animating is done in animation master. However the decals are not showing in AM. Everything is in the file, I can see the images, decals and stamps in the projectwindow but not in the viewport. When rendering the decals aren't showing either. Funny thing is if we export/import it to our game-engine everything works fine, all the textures are at the right positions and so on. When opening (edit) a stamp in AM I see that the uv's aren't correct: …
Last reply by NOVA, -
- 1 follower
- 42 replies
- 3.8k views
Version 2.08 of AMXtex, the DirectX .X exporter, has been released. It can be downloaded at http://www.obsidiangames.com/products/amxtex/ . This version includes a number of fixes and improvements, most importantly to bone export. There were a couple of issues with boned models either not showing up properly in a model viewer, or not loading at all. One of the changes has to do with bone names. DirectX uses a strict naming convention, allowing only alphanumeric characters and the underscore character. AMXtex will now enforce this convention, and will replace any non-standard characters. Additionally, I am considering whether or not to stop maintaining ver…
Last reply by kkwaters, -
- 1 follower
- 10 replies
- 931 views
there is no pay, but everyone who helps to a certain extent will recieve a copy of the movie and the game once finished
Last reply by itsjustme, -
- 5 replies
- 826 views
games in A:M??? i gotta get in on this!! how can i do this? this is awesome!! can someone give me a guide to making a game?
Last reply by itsjustme, -
- 1 reply
- 726 views
Hello, My name is Brian my team and i just recieved a copy of AM. I was looking for some answers, if there were any plugins/programs out there to convert my already made models from *.X to a usable AM format for animating then back to *.X thank you.
Last reply by Fuchur, -
- 2 followers
- 4 replies
- 1k views
EDIT: It seems it was more a hack issue. I hope Fragmo continues supporting his great software. Fragmotion 0.85 beta was removed from the site, as well as the forums. That would be just too bad. Let's write to Fragmo!! Visit www.fragmosoft.com
Last reply by Emilio Le Roux, -
- 1 reply
- 817 views
I have recently been looking into a new game engine called Beyond Virtual. The engine hasn't even reached version 1 yet. What would you guys think if we convinced Hash to team up with Beyond Virtual to create a mutual pipeline? At the moment, Lightwave must be used to insert cameras, and object paths, so if AM and BV got together, AM would be an attractive, affordable alternative. Also, this would make it so that AM users would have a game engine that supports AM without numerous converters. What do you guys think? Here is the Beyond Virtual Site: www.beyondvirtual.com They have a forum up and running as well, if you guys want to see what this…
Last reply by gschumsky, -
- 7 replies
- 1.4k views
Hello fellow A:M Users, I have been using A:M for several years now. Recently I have been considering buying the Torque Game Engine and import my models into it. I've seen this done before in pics posted in the forums and the results look great. However I have only seen this done for vehicles and characters while my focus is on buildings. I have worked on recreating an accurate representation of a rather large complex from about 2000 years ago, and I was hoping I could export it to Torque. I was wondering if anyone had any succcess with their A:M buildings in Torque and if they could give me some advice on the subject. Additionally, from what I understand,Torque su…
Last reply by Steve Pfann Jr., -
- 2 followers
- 9 replies
- 1.4k views
Hi, I've been developping games but I used to make my models with milkshape 3d(a lot cheaper). My question is the following: How can the models made with AM be used in a game because, in games, the models used are made with triangles and not squares like AM does... Is AM converting squares to triangles? thanks tido
Last reply by Fuchur, -
- 1 follower
- 10 replies
- 1.7k views
For your games you can use TGF or MMF + the graphics of A:M... If you are intested in TGF, you can download the evaluation version on the website of the creators : http://www.clickteam.com !!! I have obtained 20 % reduction for the users of A:M !!! If you are interested you can mail me and I give you a code to send to the authors of TGF... (I don't earn any money !!! It's just a gift from the author because I told him users of A:M are wonderful guys who always help the others and a lot of them search game engines !!!) pcizaire@hotmail.com Information : MMF 2 is coming !!! I have tested a private demo version for the authors to find bugs... It's great…
Last reply by JohnArtbox, -
- 1 follower
- 13 replies
- 1.3k views
I was very excited by new A:M exporting method, which seems to handle 5 point patches and hooks seamlessly. So I decided to start a new model freely using all A:M tools (instead of clumsyly joining uncontinuous splines together...) The modeling experiment consists in creating different 3D gamestudio LOD (Level-of-detail) models. Instead of making, texturing and animating several A:M models for different Levels of detail, my plan is to use A:M amazing spline modeling to create a model and export it at different subdivision levels. This is my work so far: The mesh in A:M Exported at 1 poly per patch, total 848 polygons Exported a…
Last reply by Emilio Le Roux, -
- 0 replies
- 812 views
I want to use the generic color of a group with a see through bump map that is with the color, all of this is fine is regular AM, but with the AMTEX pluggin from Obsidian Games, I want this to render in direct X format. The problem is this, so far I cannot overlap textures in the X files, it is either a color or a bit map texture. Is there a feature that allows bump maps that can also retain a texture? I know this may not be the proper place to post this question, however I could not find a forum for Amtex users by Obsidian, so I went to the next best place, hoping other users of AM know how to do this trick.
Last reply by kkwaters, -
- 3 replies
- 808 views
Hi there, this belongs not really in the games-section, but since it is about interactivity, i thought, it is a good place for it. First please have a look at this, and plese dont be scared away because it is german. www.fundragoon.net/fh it is about interactive achitecture, and it is made with an quite cool piece of software called Wire Fusion by Demicron. So far so good. In general AM would be an ideal tool to make models for this software, if (as usual there is an if) If there would be and exporter for VRLM. Especially because of AMs animation capabilitys. Ok, however: If somebody knows a way how to get animated models out of AM into the VRLM Forma…
Last reply by Rodney, -
- 2 replies
- 709 views
I've been trying to export light maps and have only gotten error messages. Has anyone gotten this feature to work? Is there a tutorial out there on this subject? In the wholly all of it... I intend to export a light map of ambient occlusion but I cant even get light maps working with AO off. Any assistance would be greatly appreciated. P.S. I first posted this this question on the radiosity board... but I think this board might be more appropriate.
Last reply by robcat2075, -
- 2 followers
- 7 replies
- 1.3k views
I want to create Models that have double sided normals, and then export them via the obsidian plugin to an *.x file for direct X, Can this be done? I have seen others ask this question, and I do not recall the outcome for them. My current method is to create a duplicate models and shrink them slightly and flip their normals to have a back side. This is a fine work around, ecxept for the fact that this doubles the amount of CP's in my X models, and thus is slowing down my renders considerably, especially when I have a lot going on in my game. I have seen other games use double sided normals, and I assume they have proprietary engines that do this, is this true? O…
Last reply by Emilio Le Roux,