Work In Progress / Sweatbox
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Works In Progress (WIP) (54,819 visits to this link)
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5,143 topics in this forum
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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
- 622 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
- 742 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
- 1.5k 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
- 1.7k 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
- 1.8k 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
- 570 views
is ther a way to give this lamp a glow without lossing Plasma effect
Last reply by Fuchur, -
- 5 replies
- 666 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
- 479 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
- 440 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
- 2.9k 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
- 401 views
"Cheese, Grommit!" CheeseSlice.mov 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
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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
- 851 views
I was trying to get a Jackson Pollock effect... PaintArt.mov
Last reply by kwhitaker, -
- 1 follower
- 15 replies
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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
- 1.5k 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
- 2.7k 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
- 1.3k 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
- 4.8k 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
- 627 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
- 635 views
just messing around thought it was different
Last reply by pelonppp, -
- 21 replies
- 1.4k views
still have a few finishing touchs to go Working on a AK-47 as well
Last reply by Maniac, -
- 8 replies
- 517 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
- 2.9k views
v17.0 Public Beta 01
Last reply by Fuchur, -
- 5 replies
- 539 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
- 884 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
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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
- 712 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
- 1k 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
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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
- 451 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
- 663 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
- 2.1k 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
- 788 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
- 727 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
- 817 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, -
- 20 replies
- 1.3k views
I had some time in-between projects and an idea for the 11 second club's provided soundtrack this month, so I slapped together an entry. I don't expect to do well, it's always fun participating tho. The only thing I needed to model was the room to match my vision... the characters and car are all old models from old projects. Now, back to WORK! It will be available to view with all the other entries in early March. http://www.11secondclub.com/ 11sec.mov
Last reply by robcat2075, -
- 6 replies
- 441 views
Edit: No need to try this anymore. I have ascertained enough to send a bug report. Thanks! load this PRJ, select the camera view (number pad 1), and select model you see there. Switch between Director mode and Skeletal Mode. Can you see the shade thru the window in both modes or just one? CantSeeThruGlass.prj What graphics card do you have?
Last reply by NancyGormezano, -
- 5 replies
- 476 views
Hi, This is an easy one I've forgotten and searches are coming up empty. My rotating asteroids seem to accelerate during the rotation. This has something to do with the interpolation or something like that... I just can't remember what it is or, where or how to change it. Thanks, Rusty
Last reply by mtpeak2, -
- 1 follower
- 8 replies
- 675 views
I would expect color change along the hair length to be gradual but it's not. Am I doing something wrong?
Last reply by mtpeak2, -
- 10 replies
- 989 views
Still plugging away on the blockhead figures. This is the most recent animation test. You'll spot its intention... I begin to realise that I am hitting my limits as an actor ( and the threshold was low to start with ) so I may start to take lessons accordingly. Any feedback on the animation would be most welcomeTest.mov. For me the biggest problem is the mouth shapes. The style of mouth chosen does not permit of enough variety of shapes so I will have to work on that. On a related question to that. It is possible to paste parts of one model into another, eg an ear or eye but, is it possible to paste the mouth poses of one into another if the style …
Last reply by RU2D4, -
- 27 replies
- 2k views
A:M has been my main hobby for almost 19 years. (My oldest copy of the render module, render.exe, is dated Feb. 26, 1993). Over that time A:M has improved and I've learned a lot about modeling, texturing, lighting and observing the real world. Now that I'm getting comfortable with my new hardware, Win7_64 and v16 I've decided to go through every one of my models to bring them to a consistent level of craftsmanship. The first model to get an upgrade is the brick facade of a warehouse-like building. I don't usually keep old renders but in this case I have the warehouse from: 2001 - Toonation Brick Plug-in, simple lighting model, procedural sky, incredible day-glow colo…
Last reply by Simon Edmondson, -
- 9 replies
- 949 views
I haven't used AM too much since I still have 15j on the CD and 16 didn't offer any worth while stability fixes here. Wondering if 17 is coming out soon? If so is there big fixes on the windows version for display refresh and over all program stability? Attached is one of the files that died on me Lock.zip
Last reply by robcat2075, -
- 1 follower
- 8 replies
- 1.2k views
After over a four year departure I have finally got around to revisiting my 'Bella Bear' project which some of you here might remember :-) I have taken one of my favourite shots from the short Bella Bear film I made back then and started to rework it following my spell at Animation Mentor and having worked on a few small film projects. Here is the original: Original And here is the newer version. Revisited It went a bit wonky at the end cos I added a refraction index to the glass on the spaceship of 1.4, but it is entertaining even if it isn't quite right. Better? I will be tarting things up to try and make it more showreel worthy over t…
Last reply by robcat2075, -
- 10 replies
- 850 views
Here is this afternoons work on one of a series of characters being developed ( working title of Blockheads ). The style of figure may be recognised ? Any feedback would be welcome, good, bad or please don't bother us again. I've still not learned how to smartskin so that will be the next stage. Points for spotting the sound clip source but, alas, no prizes. ( it was free... ). Thank you in advance for any comments. regards simonTest.mov
Last reply by Simon Edmondson, -
- 13 replies
- 723 views
I'm over my head in a big project that is going to generate an enormous number of files and I want to establish some order before I get buried. I'm curious as to how everyone else organizes their files. What kind of naming scheme do you use? How do you handle the different types of assets (models, actions, audio files, decals, materials, etc.)?
Last reply by R Reynolds, -
- 21 replies
- 2.2k views
Well me and my friend are working on a game idea and the program im using to code with is Unity 3d. I can export models succesfully to 3ds Max files to import into Unity which is great to know because animation master is what I am good at. My first question however is, Is there any way to export animation files from animation master into any other file types that i could possibly use? And i am going to post all the things i model in this topic so you guys can see all of my progress! This first picture is What the game style will be. Legend of Zelda Wind Waker is the inspiration. And if anyone saw me post this first turtle i made in another topic.…
Last reply by totlover, -
- 13 replies
- 807 views
I know there is a simple fix but I forget it. Any help?
Last reply by TheSpleen, -
- 17 replies
- 1.4k views
Hello Started working on Angelina Jolie just for the fun of it to see how real I can get it.
Last reply by Rodney,