sprockets The Snowman is coming! Realistic head model by Dan Skelton Vintage character and mo-cap animation by Joe Williamsen Character animation exercise by Steve Shelton an Animated Puppet Parody by Mark R. Largent Sprite Explosion Effect with PRJ included from johnL3D New Radiosity render of 2004 animation with PRJ. Will Sutton's TAR knocks some heads!
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Hash, Inc. - Animation:Master

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  1. I have been working with A:M to create motion profiles for animatronics. Successfully I programed the animatronics for some pieces in Las Vegas last year, writing our own app to help translate to our controllers. You can see some of our process here. I am still working on refining this process and I was hoping someone could point me to some documentation of what all the switches are in an .ACT file or a .MDL file so I can better create some of the tools I need. I have looked on the FTP and at the SDK materials, but I could not find some plain language materials describing all of the syntax of the files. I am not a programmer by nature and there is a lot I don't know, so perhaps it is there, but I need a little more guidance to sort it out. everything I have done so far is simply by trial and error. For example, I can open an action file in text editor and understand what is the axis, time, and position of a bone and this made it easy to convert to what I needed. However, there are other tags in a model file I don't quite know what they all are and I would like to understand them more clearly to leverage for other conversions. For example the following; <SPLINE> 262145 0 1 -18.4294033 -2.04771137 0 . . 262145 0 9 24.2136593 -1.03441095 0 . . </SPLINE> creates a two point spline in a model file. what does the "262145" indicate? What does the "0" following it indicate? what does the ". ." at the end indicate? Thanks for any help in parsing this out. Charles
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