Work In Progress / Sweatbox
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5,156 topics in this forum
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Gonna use this as a dual thread of sorts. First of all I'm modeling that constitution refit that I had troubles with in the prop import thread. Second of all, I'm doing it in V17 and seeing how it runs. So first up, some pics and a quick benchmark! So here it is in V16 AO: 30% Global Ambience: 80% Occlusion: 95% Multi-Pass 16x 720p Render Time: 7:37 V17 Beta 5: AO: 30% Global Ambience: 80% Occlusion: 95% Multi-Pass 16x 720p Render Time: 6:09 Now you may see it there, there's noise over the saucer in the V17 one and it's the color of the background. This is apparent in both quick render and render to file and more apparent i…
Last reply by robcat2075, -
- 20 replies
- 2.5k views
I found the face to this model while cleaning up my e-mail. I used the low patch body that serq2 provided to the forum and the hands and arms of the witch model from t.w.o. I also used some teeth off of a model from the cd (Ms Goodbody?). I dont remember where I got the ear from. Pretty much a lot of different body parts stitched together. Used quite a bit of porcelain as a result
Last reply by NancyGormezano, -
- 53 replies
- 6.3k views
Working on a Kel Tech 9mm for a 2d game working on.
Last reply by NancyGormezano, -
T-rex
by robcat2075- 1 follower
- 40 replies
- 7.6k views
will need some teeth...
Last reply by Maniac, -
- 26 replies
- 10.8k views
Hello. I'm taking a short break on a personal project that I have been working on in Animation Master to work on this: I am almost finished with this but I still have a few things to go with it: * I need to finish the head by adding eyes, teeth and a tounge. * Finish the face. * Finish the hair. * Tweak the boots around the ankle area. * Tweak his butt. * Finalize his belt. * Rig it. * Model and rig his cape (I currently am using a rough stand-in now). * Add additional texture maps. I think that is it for now. My goal is to not get caught up in the details and finish this in another two weeks or so. I find that with my persona…
Last reply by Simon Edmondson, -
- 26 replies
- 1.5k views
I can no longer render!!!!!!!!!!! when I attempt to render I get this once this lovely screen appears all buttons lockup and I gotta shut down AM! Why????????????? Where is my normal render options???????????????????????? I already reset AM trying to fix it
Last reply by robcat2075, -
- 1 follower
- 29 replies
- 2.4k views
I had a problem yesterday when I indadvertedly moved some bones in the rig. So today I was reinstalling the rig and working away steadily when suddenly the mesh and the rig disappeared in the model window. I reverted but the problem was still there ( or not as it were ). If I do a quick render the model appears to be there but if I try to edit the mesh or the rig nothing is visible in the appropriate window. ??? This applies in an action window as well as a model window. Can anyone please tell me what might have happened so I can avoid doing it again and get on with the rest of the work ? regards simon IMac, V15J,OSX 10.68 Eve_Blox_Toon_.md…
Last reply by Simon Edmondson, -
- 9 replies
- 921 views
I want to set up a walk test were several copies of the same model walk around a path but using different cycles. Is this possible ? Also I followed the tutorial in TAOAM but am still getting skating is there a common cause for that? regards simopn
Last reply by Simon Edmondson, -
- 23 replies
- 1.7k views
Sorry all but its me again with more questions. The model I'm working with at the moment has a few short chains of bones in the hair and breasts with Dynamic Constraints to give it some "free" secondary motion as she moves. This motion is determined by A:M based on how fast the model moves in real time. Faster, more motion, slower less. Just like in the real world. To capture this motion for NetRender to use, a scene needs to have the Dynamics baked first. However when baking, A:M plays through the scene, making keyframes for the Dynamics as it goes, much slower than in realtime. And it is at this slower speed that A:M now calculates the amount of motion on an…
Last reply by markw, -
- 81 replies
- 37.8k views
This Frame Rollbars is called a Sidewinder I Have to do some more research for cross frame wear motor sits.. I did modify front frame here is Ref Pictur as well If I am posting to much crap let me know CSC_Frame_Sidewinder.mov
Last reply by Maniac, -
Last summer I wanted to make a couple of short live-action videos of the Hulk. I started, but because of school in the fall, my project was halted! Now that I finished my first year of college i'm ready to start the project up again. Here's what I've done so far. Modeled a Hulk: Okay, I didn't really model it. I saw the one that came with my AM v11.1 and I knew I could mess with a little. All I did was a little smartskin tooling around, added hair, and gave him a little more texture. Is it the best Hulk ever? No, but it'll suffice for my thirst to entertain myself this summer before boot camp. If anyone can help me out with the model, please do. I'm still an ama…
Last reply by Gaduunka, -
- 1 follower
- 8 replies
- 1.3k views
This is straight off the A:M screen, no further compositing done. I'm impressed. Here's the set up, just the dinosaur and shadow catcher and rotoscopes on the camera, and then 4 hours fiddling with settings.
Last reply by thejobe, -
- 1 follower
- 11 replies
- 2k views
A run-through of an idea i had for New TAoA:M It was going to be the "Ten-Minute Triceratops" but here I am an hour later...
Last reply by robcat2075, -
- 1 follower
- 14 replies
- 1.3k views
Hi, It's me again. I need to freeze a sprite system so a camera can move though it. Searching I found: "Set initial velocity to zero." Hmm... seems to me like in the chor you'd let the sprite system form then at some frame you'd 'set the initial velocity to zero' and maybe 'rate of emission' and 'spin' and ???? as well but this isn't working for me. Of course if I set these values in the material section... nothing happens in the chor (as one would suspect). However, sprite systems are tricky devils and I haven't played with them for many years. Is there a way to do it? And pretend I'm a complete idiot and assume I know nothing (I need where, how, wh…
Last reply by robcat2075, -
I had to put aside the project of "Trem do Pantanal" because it is a big project that requires more labor (modeler, animator etc etc). Meanwhile I began a more modest project, a short film called "Lau". I present you, "Lau" the main character which gives the name of the short. The rendering style is the same image below. There will be 4 characters: Lau Baby Lau character 1 dog I'll concentrate all my efforts to complete this project later this year. And follow the schedule: Concept Modeling Texture Rig Storyboard Animatic Animation Render Post production (sound effects, music, cuts etc etc) I believe it will have around 2 minut…
Last reply by Rodney, -
- 1 follower
- 2 replies
- 841 views
Ran a render with a character from Rear Window Project. Rendered in AO with all the bells and whistle, hair fog, shadows etcc 16 b 11:42 frame 17 beta 3 6:42 a frame
Last reply by Darkwing, -
- 8 replies
- 1.1k views
Ok I have an important video coming up and my most frustrating problem I have had throughout all my videos has been the body mechanics. mine do not quite move like everyone else's. That "aliveness" is somehow missing. I believe it may be I do not work much in the timeline window? I really would like to get up to speed on this. Anything jump out at yall? Gene
Last reply by TheSpleen, -
- 1 follower
- 17 replies
- 2k views
What is your recipe for chrome? I did this with matcap(ambiance) + hash environment + reflectivity + FastAOCPU and it came out pretty nice. MLSallstar.mov
Last reply by Kamikaze, -
- 18 replies
- 2.3k views
I had a problem with the project I was working on and trued this. UK residents might recognise the design ? Any comments welcome regards simonBerty.mov
Last reply by robcat2075, -
- 2 followers
- 21 replies
- 2.5k views
Hi guys, I am currently working on a raven-model. What do you think? See you *Fuchur* turn_1.wmv
Last reply by robcat2075, -
- 3 replies
- 828 views
is ther a way to give this lamp a glow without lossing Plasma effect
Last reply by Fuchur, -
- 5 replies
- 939 views
I made this hour glass would like to no how to animate sand in it ...look for Tutorial on it could not find one. is this the right place to post this Hour_Glass.mdl
Last reply by TheSpleen, -
- 2 replies
- 724 views
I saw the signature from Terry (Maniac) has a dog-tag in it and looks a lot like one I made last year... wanted to show him my animation- HERE! (I always believe the forum should have more 'show-and-tell' to it...) So, this is an After-Effects/A:M project for a TV show that may have never been seen... kinda of a 'join the Army and you too can become an elite professional' show. ARMY_ELITE_matts_version_small.mov
Last reply by Wildsided, -
- 0 replies
- 636 views
http://www.youtube.com/watch?v=qsoDdRR_-RA...f46RVAAAAAAAAAA I found this and thought "What a wealth of ideas!" Some wonderful CG deepspace effects. And so many of you like the space genre.
Last reply by TheSpleen, -
- 43 replies
- 4.2k views
Hey everyone, I need to simulate(If possible).....a weighted but Bouyant object in a tube filled with water. It needs to be able to be flipped kinda like a "Sand Timer" and have the bouyant object rise to surface according to real world physics. Is it possible to use Newton Physics in A:M to simulate Bouyancy like this? Thanks so much, William
Last reply by serg2, -
- 2 replies
- 652 views
"Cheese, Grommit!" CheeseSlice.mov mp4 version: CheeseSlice.mp4 If you haven't been looking at the "Planetary Clouds" thread there are many interesting doo-dads there.
Last reply by johnl3d, -
- 1 follower
- 63 replies
- 13.6k views
So I saw this cool Lightwave tut for making 3D clouds for a planet's atmosphere, you know, those really gorgeous shots of planets that you can tell have 3d clouds and not just some flat texture map. Well anyways, I decided to take a stab at making it AMified. So far it's turning out well, though I've run into a bit of a bump with it. The bump being that I kind of want the texture to 'taper' at the top, to simulate the 3d effect of clouds better. Now in lightwave, they used something called a weight material. Obviously AM doesn't have that, so I thought I could simulate it by doing some form of transparent gradient. Basically make the top more transparent than the bo…
Last reply by robcat2075, -
Art!
by robcat2075- 15 replies
- 1.4k views
I was trying to get a Jackson Pollock effect... PaintArt.mov
Last reply by kwhitaker, -
- 1 follower
- 15 replies
- 2k views
Hello, Voting for the v17.0 Mascot is now live. Voting will end on 04/21/2012 at 11:59pm pst. http://www.hash.com/vote I after this wraps I will be posting a poll for the next contest that will end before Comic con. Good Luck to all that entered!
Last reply by robcat2075, -
- 19 replies
- 2.1k views
I ran into this old WIP that I shelved a while back. It wasn't turning out the way I had hoped so I stored it away until I have time to go back and give it another go. Final_Dragon_Shot_.mov William
Last reply by Wildsided, -
- 9 replies
- 3.3k views
Y'all don't need to be drooling over "path deformers" in other programs... A:M's got 'em! D_Box_PathDeformer.prj DBoxPath.mov
Last reply by phatso, -
Worm!
by robcat2075- 1 follower
- 18 replies
- 1.9k views
I saw a demo for a "deformer" plugin for another program and thought, "A:M can already do that..." wormH.mov
Last reply by jason1025, -
Lighting Tests 1 2
by thejobe- 54 replies
- 6.2k views
Hey guys. Been working on some new things with some people and trying to get 3D into the mix to give them a better understanding what i have at my disposal. so i have a question for you all. out of these 2 images which do you think blends better with the photo. this First image was rendered using only blub lights with 16 buffers. render time 4 mins this second image was rendered using IBL only. render time 6 mins so what do you all think? and is there a way to merge them better? following weeks ill be applying these to Video so it will be alot of frames.
Last reply by thejobe, -
- 10 replies
- 1k views
So I'm trying to build a palm tree....have it nearly where I want it, but am having an issue with the decal for the trunk. After applying it it shows fine in the model window and the chor like so but when I render it looks like this.. Nothing I do will get the decal to repeat properly for the entire length of the trunk. Any ideas??
Last reply by robcat2075, -
- 2 replies
- 892 views
just messing around thought it was different
Last reply by pelonppp, -
- 21 replies
- 2k views
still have a few finishing touchs to go Working on a AK-47 as well
Last reply by Maniac, -
- 8 replies
- 891 views
I'm attaching a zip file with a sprite material, a flame targa image, a simple model and a chor. I've been working on this fire material and finally got it to look decent, when it just quit rendering! I can see the sprite outlines in wireframe mode, I can see the sprites in shaded mode, can see them in the chor in shaded mode, they spew out on cue, but they will not render. I'm stumped, I know it's a simple one. FireMaterialTest.zip
Last reply by Gerry, -
- 5 replies
- 3.5k views
v17.0 Public Beta 01
Last reply by Fuchur, -
- 5 replies
- 821 views
In this thread Robert showed me how I can generate an image suitable for normal decals. The image of a cylinder and sphere on a flat plane is his example. Note that the flat plane RGB value is 128, 128, 255. The image of a series of troughs in a flat plane is my first attempt. The problem is that the RGB value for the flat plane is now 112, 112, 255 which shows up as a difference in shading at the decal edge. So I started to debug this and I got an unexpected result. I moved the cylinder out of the field of view in Robert's example, re-rendered and the flat plane RGB is still 128,128,255 but when I put back the cylinder and moved the sphere, the flat plane is n…
Last reply by ypoissant, -
- 1 follower
- 10 replies
- 1.2k views
A bit more experimenting with cloth. Cape000.mov I thought the cape would be easy since I had the pants working, but it wasn't.
Last reply by Gerry, -
- 8 replies
- 1.6k views
Here's a five second logo I worked on for a friend with the original concept drawing that he provided. I made 640x480, 1280x720 and 1920x1080 versions...this is the 1280x720 version...1.0 gamma, H264 compressed Quicktime. There are plenty of things I wish I had done better, but I think overall it came out alright. animated_logo_1280x720_1.0_gamma_30FPS_H264.mov
Last reply by itsjustme, -
- 9 replies
- 1.1k views
This started off as just a way to make the specular lighting more pronounced and then it turned into generating a nebula in AM, hope ya like
Last reply by jimd, -
- 5 replies
- 1.3k views
I've been invited to give an advanced tech talk on developing an edi system for healthcare claims in June. It has to be done as a power point presentation, but me being me I don't want to do just an hours worth of slides, so I plan on doing several slides interspersed with the tech speak with some animated slide s. One of them is an illustration of the system as whole as a rube goldberg like machine. This is a test I just threw together of the first piece, which will be an inlet belching envelopes onto a conveyor belt. test.mp4
Last reply by fae_alba, -
- 19 replies
- 1.7k views
Trying to learn lessons from previous post. This is a bit of lip synch leading towards some animation with a female blockhead. I thought I'd try to get this bit right then start working on the body poses and the overall piece. She breathes in just before starting to sing. Any feedback welcome. regards simonMouth_Test.mov
Last reply by Simon Edmondson, -
- 0 replies
- 642 views
I mentioned this some time ago in the Star Trek Red Squad thread and delayed opening a new thread up for it until now. So here's the lowdown. With Red Squad, it obviously has it's main and secondary characters with dialogue. The thing is, where this takes place on starships, these guys aren't the only crew members on the ships. So what I'm hoping/asking for, is if anyone has any decently "semi-realistic" heads that they're willing to donate to simply be background crew members who mill about, use computers etc. They could be guy or girl, though I don't have any female bodies built, so you may have to supply that as well, but if all you have is the head, I'll take tha…
Last reply by Darkwing, -
- 1 follower
- 13 replies
- 1.2k views
Hi! I've never used shadows only but now it can really help me! So, I researched it, did what I thought I needed to do but I'm not getting it to work. Settings Tried: Render to TGA and then to .mov Buffers: Alpha=on and tried off Shadows on Render Options: Quality Final Shadows on then tried off Everything else off Nothing in Alpha buffer or RGB channels I opened the TGA in PhotoShop CS3 and the .mov in After Effects 6.5. I'm using AM V14c Am I missing something? Thanks, Rusty
Last reply by John Bigboote, -
- 1 follower
- 14 replies
- 2.7k views
This isn't quite what Rusty is looking for in his other thread but I'll show it none-the-less... a fly-over of the Aurora curtain effect. Basically two gradient combiners are used to fade out the top and bottom and in the middle is a turbulence combiner, stretched vertically and animated in the chor to move through the mesh of the curtain to give it the undulating look. AuroraE000.mov PRJ done in v17 but it will work in earlier versions Aurora06_animated_flyby.prj
Last reply by jason1025, -
- 6 replies
- 1.2k views
I tried a bit of an animation test with one of Shelton's characters, rigged with the A:M 2008 rig, to get in some practice with it (the rig) before the forum project gets started into high gear. This is just what I've come up with this weekend, between other non-animation things. There is no face rig on this character, so the animation is only body mechanics. I'm only mostly done up until frame 8:03 or so. I'm rather satisfied with most of the movement for him getting up, although there are probably a couple of small things I'd clean up after fleshing out the walk off of screen (listed below). After 8:03, there is just gross body movements that approximate walking …
Last reply by robcat2075, -
- 9 replies
- 1.2k views
Hi again, I need to simulate the Aurora around the top of a planet. See: http://en.wikipedia.org/wiki/File:Aurora_B...ace_by_NASA.jpg And with movement (green, white and red swirls with streamers shoup wardspwards): Ideas? Thanks! Rusty
Last reply by johnl3d, -
- 1 follower
- 16 replies
- 1.4k views
Hi! I need to create a sphere whose surface moves (or appears to move) something like boiling water. Looking at animated materials--color-wise it will be black with purple specular so the material will just be 'bump' (I think 'displacement' would be too much render time). I could probably find an animated clip but decaling a sphere and getting it even would be hard no matter how you work it (unfolding sphere, spherical mapping and placement, etc). Any ideas, let me know! Thanks, Rusty
Last reply by rusty,