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'm sure this has been discussed somewhere, but I'm trying to export animations using AMTex. I have been able to export the model fine (without animations) and everything looks fine. As soon as I add the animations, the exported .X file animations distort from what I see in AM. This isn't a simple, hand moves too far - they are completely off (like IK -vs- FK). They also distort the mesh of the original model. I have tried it with a couple models (Lambrina from main CD, and Jason from extra CD) with very simple animations (just moving the arms in the air). Anyone have any ideas on this? If you need the .X files, I can upload them somewhere for you t…
Last reply by Emilio Le Roux, -
- 2 followers
- 2 replies
- 738 views
Anyone using AM for game development? I just got the "upgrade" email and am looking for a good excuse to buy it (I haven't used AM for over 8 years ). If you are using AM for game characters, what's your work flow? Are you able to get your mesh and animations to DirectX files easily? What other software are you using? Thanks!
Last reply by bigkahuna, -
- 2 followers
- 4 replies
- 1k views
like the title says, is this possible? I wont be able to use max for much longer on a daily basis, and its simply too expensive to buy a personal copy. Saw Animation Master and thought that it looked pretty good. Especially given the VERY reasonable price tag... Ill keep it short and end it here, and have a good one all.
Last reply by DrRIEGER, -
- 0 replies
- 609 views
I am looking to not reinvent something that already exists. If anyone has any c# code that reads and stores the data from an obj file (ready for drawing) I would appreciate it. I do have the glm.c file and my own obj importer/exporter, but was hoping to save a couple hours... Let me know... Arthur
Last reply by walasek, -
- 3 replies
- 541 views
I've been able to make IK kinematics, aim-at, and aim-at w/ scale to reach ON constraints work fine. Euler constraints dont seem to work, but that is not my problem. The problem is my fingers I'm using no constraints on them, and they are rigged in the 2001 skelleton manner with the rollhandle being used exclusively to flexing the fingers. In the bone view, the initial rolls of each of the fingers is set to 0. Now for some reason when I make an animation of the hand closing into a fist (for instance) the fingers will roll too far and consistently go into or through the palm in the exported version. Any tips would be greatly appreciated.
Last reply by DWARVEN_KING, -
- 3 replies
- 826 views
I've just released a new version of AMXtex (DirectX Model exporter), version 3.0, which is available for Animation:Master version 13 on Windows. This version of AMXtex introduces vertex/cp weight export, and is available to registered users only. I have also updated the AMXtex help file to add information on this new feature. Both the exporter and help file can be downloaded from the Obsidian Games website. There is one limitation to this new feature to keep in mind. DirectX limits the number of bones that can control an individual vertex to 4. The export process will enforce this limit, so if a cp has more than 4 weights, the extra weights will be removed…
Last reply by DWARVEN_KING, -
- 11 replies
- 675 views
Granted I dont YET have the full version of AMTEX, but I hear it is supposed to export texture maps. Does anyone here (who has the full version of AMTEX) know if it really does export USEABLE texture maps? I heard some rumor about there being gaps on the generated texture maps or something. (I really dont want to use a third party UV editor) On another note, does AMTEX export normal maps along with the color textures? ( I know that AMTEX will not export more than one color texture for a single poly due to the limitations of the .x file) However, I also know Direct x supports normal maps (as seen in the most recent SDK sample browser). Does AMTEX ignore normal m…
Last reply by DWARVEN_KING, -
- 5 replies
- 666 views
I've just released a new version of AMXdtsPlus (Torque Model exporter), Beta-6, which is available for Animation:Master version 13 on Windows and OSX Tiger. This version of AMXdtsPlus introduces vertex/cp weight export, and is available to registered users only. I have also updated the AMXdtsPlus help file to add information on this, and other, features. Both the exporter and help file can be downloaded from the Obsidian Games website. As always, if there are any issues or questions with this new release, please let me know.
Last reply by Obsidian Games, -
- 1 reply
- 418 views
I was curious if Animation Master's realtime renderer can render normal maps in realtime. Is there a setting that would turn such a feature on... perhaps. Or is it not possible. Any assistance a user who owns Version 13 could give would be greatly appreciated.
Last reply by KenH, -
- 13 replies
- 611 views
Hi I am testing the AMXdts exporter in a:m version 13 on a pc with my herbie the frog model. At first I didnt have the directory set up right but I was getting just bones showing in show tool pro and they went through the animation. Then I set up the directory correctly exactly as shown in the manual and the character displayed but no animations are playing in show tool pro with my character now. I have the hierarchy right, I just don't know why the animations aren't working. Also, everytime I run the exporter, before it exports I get a error message that says "config file error: Unable to read config file for shape ".\herbie.dts"" I don't know if this has somet…
Last reply by dborruso, -
- 5 replies
- 504 views
I am and will be there on May 10, so if anyone wants to hook up for lunch...
Last reply by gschumsky, -
- 1 follower
- 9 replies
- 679 views
It is now officially released. You can download the final demo here .Super Slam Ball Demo Of course the full version containing 16 different balls, 5 levels, plus a hidden bonus level, and 3 modes of game play can be purchased at the main web site Super Slam Ball Web Site ALso here is the trailer, and screen shots
Last reply by triath5147, -
- 1 follower
- 14 replies
- 849 views
I've started working on implementing the newly added CP weight export option to my exporters (AMXtex and AMXdtsPlus), and wanted to share what I've done so far. It's not available publicly yet, but I still thought it was worth sharing. I started with AMXtex, and have had some great results. The image below shows a two-boned cylinder (exported to the .X format using AMXtex) in various stages. The first image is the model itself, the second shows a bend action without cp weight export, and the third image shows the bend action with cp weight export. I still need to work on fully validating the cp weight additions, and make sure they comply with DirectX ru…
Last reply by luckbat, -
- 12 replies
- 1.1k views
I'm taking my first tentative steps into producing DTS files from A:M13 with Obsidian Games' new plugin beta, 'AMXdtsPlus'. Thankyou, Chris, for pointing out that I need to do a little bit of preparation work before running the exporter plugin. I have read through your notes and looked at the example projects but I am still a little puzzled. I wonder if you might clarify some of the fuzzier areas that I outline below? This is the way I am seeing it at the moment so please correct me where I am off course: I understand the scaling and rotations that are required to get a model from the A:M world into the Torque world and I think that I have that setup correctly. From …
Last reply by Paul Forwood, -
- 5 replies
- 1.1k views
The AMXdtsPlus plugin is now on sale at the introductory price of $14.99 (regularly $19.99). You can purchase it by visiting the Obsidian Games Purchase Page. The plugin is still in beta (there is a new Beta-4 version with some minor fixes), and there are still some features (and documentation) to be added. However, for those people who want to start exporting their models to the Torque Engine with textures and full animations, and want to get in at a discounted price, this is your opportunity. I look forward to seeing what people can do with the plugin. As always, please email/pm me if you find any issues with the plugin or purchase process. Thanks!
Last reply by woolyloach, -
- 11 replies
- 721 views
I have been working on a low-patch version of Tinman for testing with the Torque game engine and have just realised that Obsidian Games' exporter only works with A:M models up to version 12. My mistake for starting this in A:M 13!!! Now I am stuck with this model and no route back to A:M 11 or 12. Other people are bound to wind up in this same predicament so I wondered, if any of you code wizards are still looking for plugin ideas, would you like to try your hand at this? I know Jody, (MMZ Timelord), wrote some code to solve a similar problem but it sounded like a one-off special case that wouldn't work for any model. Any takers? Please!
Last reply by Paul Forwood, -
- 9 replies
- 796 views
Hi All, I am sorry I have to ask this question again. I posted this earlier today and someone gave me some help but when I got home and checked my post it was missing I do not know why. So I have to ask this again. I have clicked, dragged and pasted Decals successfully on my AM models but in come cases my decals distort over complex shapes. How can I convert a AM model to an accurate UV map which I can paint or apply textures and reapply to my AM model without flaws? Is there a plug in for AM to make UV maps or is it already built in to the program? Technodandy
Last reply by Rodney, -
- 2 replies
- 404 views
I have been clicking and dragging Decals successfully, but I just noticed something I forgot about. For complex shapes I think I need to make UV maps. I have seen some of my textures stretch incorrect around some models. Can someone tell me what I need to do for this in AM?
Last reply by dborruso, -
- 1 follower
- 3 replies
- 468 views
I'm working on a game and I'm using A:M's excellent modeller for some of my models that have insides to them, such as ships, space stations, etc. The only problem is that the engine requires the textures to be UV Mapped on. I don't want to have to transfer all my models over to wings for UV mapping eery time, as it's not exactly easy. I was wondering if A:A can UV or UVW map objects so that i could export it directly into the game?
Last reply by teh1ghool, -
- 13 replies
- 873 views
Hi I just finished my a:m games tutorial. It is really part advice and part tutorial. It is really about getting your model from a:m to gamestudio. The pictures in there are really just eye candy. I don't know if they help the tutorial any but they make it easier to look at. Here it is: http://www.3dfrog.com/wips/am2gamestudio.pdf Well, let me know what you think and if this is useful to anyone. It may help just to show that this can be done. Thanks
Last reply by dborruso, -
- 15 replies
- 928 views
I just released the initial beta version of AMXdtsPlus to the Obsidian Games website. It is available for A:M version 12 only (for now; there is an A:M bug preventing a V13 release), and is available for both Windows and Mac OSX Tiger. This plugin uses the same setup as AMXtex -- the unregistered version cannot export textures, and only exports the first 5 frames of animation. I mainly want to see how everything runs for everyone in the unregistered mode, and if there are any major problems. If all goes well, and there aren't too many kinks to work out, the next step should be to allow for purchases, which would mean texture and full animation export would be be a…
Last reply by ZachBG, -
- 1 follower
- 20 replies
- 1.9k views
Anyone seen this yet? Looks pretty cool, and can take .3ds files. Question: Is there a way to get Hash models into .fbx? http://otee.dk Greg
Last reply by gschumsky, -
- 20 replies
- 1.3k views
Hi just wanted to post some screenies of the latest game made by me and my freinds at Romac Studios. It was made in 3 weeks using AM for all of the graphics, and A6 game studio for the other stuff. It is a new spin on an old school arcade game. You can win tickets to unlock 5 different back ground scemes, and 16 different balls. Buy balls with your tickets, with more speed, more accuracy even the ability to jump, to avoid obstacles on the ramp. A WORKING DEMO will be available by mid January for download, after the beta testing. The full version will be available about a month after that. I will post the link to the demo as soon as it is up and available.
Last reply by dborruso, -
- 2 replies
- 505 views
Sorry I don't know to much about game development, but have heard (read) the .X file name tossed around some. I have some models that are in the .x format and was wondering if they were usable in AM? Thanks in advance for your comments. David
Last reply by ddustin, -
- 9 replies
- 666 views
Ive heard from some people that in order to export correctly, I need to use one texture image to texture the model with. I did that, tried diffrent image formats, still no luck. Can someone, please, tell me how to export the model step by step with its textures. How I must texture it, etc. Please please! Thanx cap
Last reply by Obsidian Games, -
- 1 follower
- 74 replies
- 5.4k views
First off, please see this thread -- http://www.hash.com/forums/index.php?showtopic=9110 -- for the previous discussion on this. It's in the SDK forum though, and I thought this forum might be more appropriate. Off and on for the past two months, I've been working on a Torque exporter for A:M. I did not want to say anything publicly though, as Arthur Walasek was originally going to be working on this. I contacted him recently though, and he gave me the go ahead to post this. The plugin is not finished yet, and there's still a good deal of work to be done on the animation side. Most features for static models have been implemented though (LoD support, colli…
Last reply by Heath_Naylor, -
- 1 follower
- 33 replies
- 1.9k views
I wanted to let everyone know that I am resuming work on my A:M export plugins effective immediately. I've recieved the approvals that I needed, and am clear to work on them again. This doesn't mean that I will have everything available today or tomorrow. A lot has changed in the last few months, and now that I'm back, I have a number of things to do before I'll be fully up to speed: General * Purchase A:M 2006 Subscription * Install and look into the A:M V12 SDK * Install and look into the A:M V13 SDK * Look into the A:M SDK's ability to write plugins for OSX Tiger - Plugins written with current OSX SDK do not work with Tiger…
Last reply by gschumsky, -
A:M to FBX
by dingo- 4 replies
- 889 views
The new Milkshape has import and export of .FBX mesh and animation. 1. export .X from A:M using AMXtex 2. import into Fragmosoft 3. export to .ms3d (Milkshape) 4. import into Milkshape 5. export to .FBX Of course check your animation and model along the way. This may be of good use particularly to those who use the Unity Game engine on a Mac.
Last reply by gschumsky, -
- 1 reply
- 529 views
Great article on a great game.
Last reply by Zaryin, -
- 1 follower
- 1 reply
- 428 views
I read somewhere in this thread about the problems of getting a publisher. I don't know how well it could work... but one of Cafépress products is a multimidia CD, which could be any software. It's printed 'on demand'. You can take a look at some titles here: http://www.cafepress.com/cp/browse/Ne-1160_N-1262_bt-1
Last reply by dborruso, -
ACTION BIRD 1 2
by triath5147- 52 replies
- 3k views
Just to let ya all know. I have been working with some friends of mine to make a game with 3D Game Studio. All models, and animation were created with AM, as well as cutscenes and props and other modeling content. You can see a few screen shots here: http://www.conitecserver.com/ubbthreads/sh...&fpart=all&vc=1 The free demo version barring any unknown bugs, will be released in about 2 weeks. The game has three types of game play, 3rd person run and jump/fighting, a puzzle mode where you collect keys, and jump on platforms, and a wonder sphere mode, which is like a physics ball, you control on ramps, with powerups, and speed ups and what ever. The ga…
Last reply by Obsidian Games, -
- 8 replies
- 651 views
Hi Folks, I am hoping some of you can help me with something I would like to do... I would like to know how hard it would be to take my AM projects and put them into a format where the scenes can be viewed but also controlled by the user. I guess it would be similar to viewing with something like Arctic pigs. I would like to have the option of controlling the speed of the animation, play, stop, rewind, fast forward...etc. But also, I would like to be able to Zoom and Rotate and pan into any part of the scene. Perhaps even have some preset camera views like top, side, front, back..etc. I have tried doing some of this with the HAMR viewer, but it is l…
Last reply by Gene, -
wait HA:MR.. Anything doing it?
Last reply by another, -
- 1 follower
- 7 replies
- 629 views
I am just really curious as to what it takes to really create a game engine and all its processes, like what programs can be used (VisualC++, etc) and what not. Anyone? -
Last reply by PopaR, -
- 0 replies
- 370 views
This is luck, big time. For the first time in my life I come across a racing sim that gets me to driving after just three setup screens. Should I even mention that usually to get to actually driving I have to endure much more than that? I am happy, hurrah. Now, what century is this? Whos making these games? I'd be glad to be getting from startup to gameplay in just one screen when I'm old. Meaning the splash screen. Without touching anything else.
Last reply by frankieman, -
- 1 follower
- 13 replies
- 2.1k views
Hi all, I'm a media and animation teacher and want to extend my course to include using student created models and environments in a game. Is there a game engine out there that would be fairly easy to work with for importing AM models and modifying the game play (ie: level design)? Thanks, Mike
Last reply by aldaunque, -
hamapatches .x exporter compared to amxtex .x exporter?
by Guest SandGroper- 1 reply
- 464 views
can hamapatch's .x export bones, textures and animations or is amxtex the only one? dont worry i will still support obsidian games .x file format , i just wanna know if there is another avenue to go through. cheers groper
Last reply by dborruso, -
- 4 replies
- 597 views
Hi i'm learning to program with GLUT, so i'm making a small 3D engine using Open GL. Instead of importing 3DS files (which there are tutorials ALL OVER the net) i'd like to have it import MDL files. Is there any documentation online where Hash has given specifications on exactly how their format is structured? I kind of understand it looking it over, but i'm not 100% sure.
Last reply by mak3170, -
- 1 follower
- 2 replies
- 415 views
I've done some research into normal mapping before, and this stuff sounds terrific if it really works. Anyhow, I kind of gave up on the idea because how is it possible with AM? Or would it be in the hands of my game engine?
Last reply by triath5147, -
- 1 reply
- 340 views
It appears that polygons may not be the "only" thing you have to worry about in game development. I ran into the concept of "textures." I also crashed into the issue of the textures being 256X256. Quite frankly, as a rule of thumb, how many textures should you have on your game that won't kill it? Also why do some games slow down when the textures image size passes the 256X256 range?
Last reply by triath5147, -
- 1 reply
- 477 views
Just thought I'd share the info, but for all you artists using AM to make games, I found a really nice texture site, that has a great selection of textures in powers of 2 which is perfect for game engines. http://www.tiledtextures.com/ the have a cheap yearly or quarterly subscription, and they add textures all the time. They have even made me custom textures at my request at no charge once i became a member. Definately worth checking into, if your serious about developing realtime content.
Last reply by dborruso, -
- 1 follower
- 3 replies
- 491 views
I need some advise and it was kind of hard to get any from the new user section. So I'm posting it here, in hope that is... 1. I asked Chris this, but I forgot to ask you guys too. I'm using a Riva tnt2 model 64, and it appears that anything more than 70,000 polygons puts it to its knees. I need some way to gauge how many polygons I have. Also some technique in "modeling" with less patches yet still producing subperb-looking models. Any advice or tricks? 2. Okay this is not 100% about video game development. Which is why I did not stick it in the "development section." My second tech. inquire is one that's been bugging me for some time now. Picture this: Y…
Last reply by triath5147, -
- 5 replies
- 655 views
Lately I've been making some 3D video game enviroments using a 3D engine, AM, & AMtrex altogether. Anyhow, when using AMtrex to do the ".X" exports for my models which come out find in the game if they're static... Anyhow, I can't seem to figure out how to export my models with animation. How is that done?
Last reply by triath5147, -
- 7 replies
- 656 views
Well I havent acctual bought AM yet but I'm pllaning on it as long as it will work for what I want it for, 3D Video Game Creation, Now I alredy know that AM can be used to make video games but what I need to know is if when your saving you modles in AM can you save them in .x formate because the programing program I use only accepts .x files when to comes to 3D objects. Can someone help me out.
Last reply by Fuchur, -
- 0 replies
- 328 views
ho folks, i've been approached by a trade show to provide a virtual performer that -- with the help of an off-stage voice talent and a 'puppeteer' -- will interact with a live audience. using an animation master character as a starting point, is there a workflow solution that doesn't require me to be a programmer? thanks! -jon
Last reply by jon, -
- 1 follower
- 20 replies
- 848 views
Not too shabby either. Note how they go on about the quality of the graphics, all A:M made. http://www.ccgr.org/modules.php?name=MRevi...op=show&rid=635 Next week we'll also be on the local NBC station (don't know when yet). Greg
Last reply by gschumsky, -
- 5 replies
- 1.3k views
Microsoft announced that you can now download Visual Studio 2005 (C++,C#, Basic, J#) Express for free (until november 2006). It's the complete non-crippled programming environment suitable for OpenGL and DirectX game programming. http://forums.microsoft.com/MSDN/ShowPost....126606&SiteID=1 Don't miss this!
Last reply by FilipLouwet, -
- 6 replies
- 714 views
I'm sort of taking the one-man-band approach to developing a product. As such, I have been searching around for a pipe-dream tool that will synthesize human speech so I don't have to hire voice actors / actresses - especially actresses as my female impersonation sounds a bit like a Monty Python character. Believe it or not I have found a couple and have been playing with them. You record a voice (wav) and then fiddle with some controls to change the gender, pitch and so on. My results so far, however, are comparable to the Chipmonks Christmas Album (ohhh Dave!!!!). Anyway, the two that I have been playing with (and I may just need to perfect my technique…
Last reply by Karl, -
- 1 follower
- 6 replies
- 958 views
http://gamedeveloper.texterity.com/gamedev...r/sample/?pg=16 Frank Silas http://www.franksilas.com
Last reply by Under Ground Designs, -
- 8 replies
- 558 views
Hello all, I am trying without luck to get an animation file out of AM and into another product (DSStudio). I am using AMTex and have tried just about every combination. The retained mode sort of works but the model is "jaggy" and the animation is very incomplete. Chris Roy of Obsidian Games has been great to work with by the way... What other formats support animation sequences that can be exported from AM? Any suggestion on tools to simply view the .x file with animation to help determine if it is exporting from AM correctly? Prefer something that does not require download of the MS SDK! Also, and this may be a crazy question, but ... I've no…
Last reply by Obsidian Games,