Game Development
Discusion area for game development related to Animation:Master
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166 topics in this forum
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- 8 replies
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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, -
- 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, -
- 7 replies
- 456 views
If you can't use materials export materials to a game, how can you make textures look good? Could I: I dunno, like draw a butterfly or a celtic knot or something, could I put it in adobe and alter it so it looks like cloth or stone, then use it on my model or level?
Last reply by Feline Witch, -
- 1 follower
- 7 replies
- 628 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, -
- 7 replies
- 626 views
From France... Hi, I'm a new user of AM. (june 2005) I made my first game with graphics and a video made with AM 2005... I use MMF 1.5 ! It's my first real movie so there are some defaults ! Here is the direct link to download : (2.89 Mb)game Don't worry with french language : After the intro use the up arrow to start the game and the 4 arrows to play... screenshot : It's the first time I use a forum (to write a message) so I could make errors !?! On my website, you can see my e-comics too made with AM : My Webpage
Last reply by p6r, -
- 7 replies
- 655 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, -
- 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, -
- 1 follower
- 7 replies
- 1.1k views
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, -
- 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., -
- 7 replies
- 820 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, -
- 2 followers
- 7 replies
- 1k views
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, -
- 6 replies
- 435 views
Has anybody heard of this engine? It seems like the right one for me, but- I don't know if it will accept stuff from AM. Do you know if it can?
Last reply by Feline Witch, -
Hair
by Feline Witch- 6 replies
- 462 views
The thing that is supposed to be the biggest improvement of AM 2005 is hair. From what I hear, it is a lot easier to create realistic or interesting looking hair. This sounds very interesting to me. I want to give my characters very weird hairdos, from Lazuli's hip length black and peacock blue hair, to Dreamer's explosion of beads and braids. But will it transfer to a game engine with the Obsidian exporter?
Last reply by Feline Witch, -
- 6 replies
- 663 views
Torque seems to be the most popular game engine. OK, so I guess I will learn C++. Does anybody know of a good site for this? So here are some questions. Is the shader engine just a plugin, or is the game engine included? Are the graphics a bit dated? Or can I just use AM and the shader engine to work around that?
Last reply by dirkk, -
- 1 follower
- 6 replies
- 957 views
http://gamedeveloper.texterity.com/gamedev...r/sample/?pg=16 Frank Silas http://www.franksilas.com
Last reply by Under Ground Designs, -
- 6 replies
- 712 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
- 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, -
- 5 replies
- 541 views
I'm working on a 'new' 3d engine using Animation master as a base, and I'm trying to figure out how to do a few things. 1. I'm playing around with using the choeographer as a level editor. Actually this looks like it's going to work pretty good already. The .cho file has a lot of stuff in it, but for just doing level design I think I figured out what I need. I already have code here to draw the .ply files, but my next project is to try to integrate world editing into animation master also. 2. It would be super-handy if I could attach different notes to each of the models in a choeography. Then I could specify commands or options for each character I'm p…
Last reply by starwarsguy, -
- 5 replies
- 490 views
I'm the author of a perl SDK. The next step in its evolution is output to game data. I have long ago taken the view that the geometry is the central database of large virtual environments. After basic rendering the main task is for direct connection from a high level description of an environment within a geometry tool. Ours is Animation Master. A problem has arisen within the online communitites that they lack this geometry tool, usually called middleware. They can code the fastest texture and triangle strips procedures yet they cannot demostrate nor scale their basic code. Anyway my anticipated route to the PS2 engine is to directly …
Last reply by dingo, -
- 5 replies
- 540 views
I was just at the bookstore and saw a book on Blender, so I came home and did some research because i know I've heard it mentioned here a lot. So, its a FREE 3D animation program...claims to be easy to learn...and an optional output is that it can publish interactive GAMES and websites...sorta like Arctic Pigs was supposed to be...kinda... So, I tried to look at some of the games, to see if they were cool or lame, and all I found was dead-links and reviews on how awesome a game will be once it's finished and the expected date is (was) last August...etc etc... Does anyone know of some real, live, downloadable or on the market Blender games? Can anyone tell m…
Last reply by Shazam3D, -
- 5 replies
- 534 views
Which game engine do you use?
Last reply by PlanetMongo, -
- 5 replies
- 463 views
Hey Folks, I was just wondering if anyone has used Flash as a game engine? I know that it would be fairly simple to make a side scroller using images build in A:M then rendered out flat. Anyone know how? Flashkit.com has a little tutorial, any other good resources? -Alonso
Last reply by cfree68f, -
- 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, -
- 5 replies
- 654 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, -
- 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, -
- 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, -
- 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, -
- 5 replies
- 827 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 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, -
- 1 follower
- 5 replies
- 928 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, -
- 5 replies
- 797 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, -
- 5 replies
- 971 views
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, -
- 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, -
- 4 replies
- 498 views
Kay here's the low down, I'm creating a game and I am inviting others(you people) to help with it. The game theme is fantasy; dragons, demons, imps, dungeons, golems, elves etc... The battle system if I can get a good enough programmer will be in real time and possibly 3D. For now though it will be a sprite based game. It will be first person, will be dialogue trees and fighting. I am going to go with heavy storyline backed up by good graphics. The sprites are of course going to be made using A:M, I am currently looking for programmers and of course animators/ modelers. I also looking for people who can do 2D art. I'm sorry to say the…
Last reply by Feline Witch, -
- 4 replies
- 422 views
Anyone going to GDC this year? I'll be there Wed - Fri.
Last reply by gschumsky, -
- 4 replies
- 387 views
Would this be a good program to build DVD menus? Could it be used in that manner to create the menu and launch the movie, special features etc etc?
Last reply by gschumsky, -
- 4 replies
- 346 views
Is there any software that I can create music for my games with? I am using Anvil studios, but the instruments it comes with are very limited. I can create nice "temple" tracks, since I like mixing tinkling music boxes with Choir. This makes a well, the right sound for trawling crumbling temples and ancient ruins. But apart from that....nah. What I want to make is a battle music, but the drums just seem more like popping then drumbeats, the electric gutairs and basses just sound like a kid's plastic instrument. Help?
Last reply by dingo, -
- 4 replies
- 436 views
Hi there, i am also very interested in games design, but i am using quest3d. Anyway, i am looking for a way to use AM to create prerendered lightning. You know, setting up a game enviroment, then creating a scene with Lightning, and then getting the maps which are used on the models out of AM INCLUDING the lightning effects .... I know, this functionality is not there yet, but has somebody come up with an "workaround"? Cheers, Heiner
Last reply by Heiner, -
- 4 replies
- 427 views
Hi, If I have a model with 500 polys but most of it share the same texture location, meaning that they share the same coordinates and ended up with fewer polys. Any one know if this will help speed up the redraw in a game engine? Thanks
Last reply by filipmun, -
- 4 replies
- 596 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, -
A:M to FBX
by dingo- 4 replies
- 888 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, -
- 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, -
- 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 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, -
- 4 replies
- 46 views
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, -
- 3 replies
- 414 views
I WANT to get into gaming, but it seems it is just ANOTHER discipline I would need to throw on to the pile, along with: -Traditional art -Photoshop and image editing -2D character animation -After Effects and video -3D graphics and character animation, A:M, Maya... -Html, Flash and Flash animation -DVD and authoring I'm getting a bit scattered. I DO have an excellent idea for a game though, and perhaps I could 'hook-up' and get some programmers interested in collaboration. Is there any 'gamers' forums where you can 'hook-up' or share ideas...?
Last reply by Morgan, -
- 3 replies
- 423 views
Ok...so I swiped a copy of Visual C++ 6.0 from work and am slowly slogging my way through a couple of PDF tuts that I downloaded. Very confusing. In the meantime I have been reading the books that I mentioned in other posts as well as some other gome dev books that I downloaded. So I downloaded MySql which is a free database utility. I am fluent with Microsoft Access so I have quickly picked up on the whys and wherefores of Mysql. This is great so the next step in one of the tuts is to download a Win32 'plugin' for mysql. I do this and in the process read where it is not supported by Visual C++ version 6 because version 6 apparently sucks. But if I want I can downlo…
Last reply by zandoriastudios, -
- 3 replies
- 558 views
are any of the discussed game engines deliverable as a browser-based plugin? i've have kind of a one track mind regarding web-enabled 3d models, and i've pretty much resigned myself to having to export out of a:m to get this done. sounds like obsidian's .x exporter is going to be a common first step? -jon
Last reply by jon, -
- 1 follower
- 3 replies
- 427 views
If you haven't read this. Check it out now. Gamers Manifesto
Last reply by LordPython, -
- 3 replies
- 501 views
On the newbie forum I was advise to use .x for my video game because it was a safe bet for animation and all. 1. Anyhow, besides .x there's .obj, 3ds, md2 --- is there anymore? 2. If so, (question above) why? 3. Also do you animate the model inside AM or inside the game editor?
Last reply by Obsidian Games,