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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Showing content with the highest reputation on 02/25/2024 in all areas

  1. Regarding rendering images to file, Steffen was kind enough to add a Render option to the File menu. This is something even old time users of Animation:Master never had. That (in theory) makes rendering images more easily discoverable than using the classic Render icon. If we haven't saved our project, by default A:M will prompt us to save the project first and then take us to the Render options panel. Aside: In working with 2D folks I've noted that many simply don't have the term 'render' in their production vocabulary. For me. prior to engaging with 3D. I guess it meant 'to tear apart' but more closely means 'to separate or refine into detailed parts' as in 'the man drew a finely rendered drawing of the barn'. After introduction to 3D it just became the way we create images from our projects.
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  2. Could you rephrase your question? "How do I make a image file using Hash? is it even possible to make it?" Of cause it is... A:M of cause can do that, evern easier than rendering a movie file. But I am not sure if you are even asking for that. If you are: 1.) You just click on the blue render button with the floppy disc next to it. 2.) Make sure to select "Advanced" in the next menu if it looks like in the screenshot. 3.) Select the image format you want.. BMP, JPEG, PNG, TARGA, TIF, OPENEXR, PSD are all image file formats. Use which ever you want. 4.) Hit "ok" and wait for it to finish.
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  3. First, I would not screen capture the view window for a render. If you need anti-aliasing, you want to render to file. (Are you asking how to render to a file?) The real-time view is whatever the graphics card can throw up as fast as possible and anti-aliasing isn't the priority. However, depending on your graphics card you may be able to have some anti-aliasing in the real-time view. v15 had a choice of Direct3D or OpenGL for real-time. Note that to switch between D3D and OGL you need to make the choice, then close and re-open A:M. D3D had a multi-sampling option that could smooth edges (at the cost of slower real-time performance): The "Bi-Linear Filtering" option may smooth the real-time appearance of decals. OpenGL could do some smoothing of wireframe lines: Depending on your graphics card you may need to close and re-open a window or even re-start A:M for the setting change to take effect.
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