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  1. Installers: Windows: Windows 32Bit Windows 64Bit Mac OS X 10.13.6 or earlier: Intel Mac v19.0 Intel Mac SSE4.2 SDK: v19.0 SDK UpDate Change Log: Fixed All 7081 PNG transparency not working Fixed All 7074 Chain of bones scales erratically Fixed All 7077 Bone color not displayed only OpenGL affected, not OpenGL3 (recommended to use this driver) Fixed All 7057 Crash during A:M Backup it should have now a better error message for this (both as messagebox and in the logfile), let me know if the crash still occur. Fixed All 7073 OBJ export or Prop import not working 5 point / hook export fixed Repeated decal export not fixable, due obj file format doesn't know anything about repeatable decals Fixed All 7075 5 point patches render with gaps Fixed All 6976 crash on Paste Mirror on a Pose Fixed All 7072 Progressive renders are blank Fixed All 7070 Shift-cursor key doesn't move rotoscope. Shift + Cursor moves now the rotoscope/bitmap 10 pixel Ctrl + Cursor scales around center Fixed All 7071 CFA creates unnecessary copies of Materials Fixed All 7062 Copying patches dosen't copy decals on patches Fixed All 7060 Copying a patch (only 1) with a decal does not copy the decal Fixed All 7054 Decal exporting A new menu entry for single stamps / a opened stamp view is added. "Render Stamp to File" This renders the actual stampview to file with a user defined resolution. If You start from the stamp entry in the PWS and the stampview isn't open, a new stamp view is opened. In the dialog , which opend after hit the menu entry, You can change the Path and Filename (the button on the right side) fileformat is selected trough the filename extension (supported OpenEXR, TGA, PNG and PSD) the "Width" and "Height" for the newly created file limited to 16384 x 16384 for Win64 version, 8192 x 8192 for the others the limitation is the result size, means a resolution from 32768 x 8192 is also possible. Warning: On the highest resolution around 14 Gigabyte is needed at the creation process. The width and height are always changed to a even size. (1025 becomes 1028 , always modulo 2) "Save layered" If this checkbox is checked, two layers are created, one for the decal self and one for the splines. For all formats ,excluding OpenEXR, in this case two files are created with the naming scheme "Filename"_Decal".Extension" and "Filename"_Splines".Extension" OpenExr is saved as one file with two layers. "Render with CP's" rendering also the CP's on the spline layer Fixed All 7061 Snap Group to Surface snaps to wrong surface. Fixed All 7068 Rename Bone renames wrong bone Fixed All 7066 Crash on Radiosity render Fixed All 7052 Environment Map materials not working Fixed All 7059 Tooltips only show for keyboard-shortcutted buttons Fixed All 7058 Progressive Render of shag crashes
    5 points
  2. Just wanted to say a quick "thank you" to Rob for going to the trouble of running the image contests. It's always interesting to see the different themes and see what everyone comes up with. Thank you again, Rob, for your efforts.
    4 points
  3. Robcat spotted this movie on my YouTube channel and suggested I post it to the Forum. The movie is composited from two clips made in A:M. First clip (the color pattern): Years ago I made light boxes using Xmas lights on posts that supported cylinders with cutout patterns; the tops of the cylinders were vaned so heat rising from the lights drove the rotation of the cylinders. The light patterns were projected onto a sheet of translucent plastic. Recently I got to thinking about light boxes and wondered if I could simulate the mechanism in A:M. After some trial and error — that being trying to find a method for doing the cutouts without actually modeling each hole and discovering that while a cookie cutter map would perforate the cylinders, light would not pass through and appear on the projection screen; perhaps someone knows why? — I modeled the cylinders using the brute-force method, lots of CPs and splines. The choreography is simple. Two cylinders, one within the other rotating in opposite directions, with red, blue, and green lights inside the cylinders, and a screen to receive the projected lights. I set the rotation speeds for the cylinders so that it takes more than 10 minutes before the exact same pattern repeats. Here are birds-eye view captures from A:M showing a wire-frame of the cho set-up, a render of the set-up, and a frame from the resulting movie: While the colors and patterns are pretty and the simulation is quite representative of the light boxes I used to make, I wondered if I could get something more visually interesting. Second clip (the black and white pattern): I decided to experiment with sprites. I made a simple white square and modeled an emitter to spin the sprites outward. The result was a little too clumpy. I put a black edge on the white square and got a much more interesting look. Rendered with Alpha channel = Off. Here is a frame: I edited the final movie in DaVinci Resolve with the sprite clip on top of the color clip and Composite mode set to Multiply. Here is a frame from the movie: The soundtrack is a generative music composition I made in LogicPro. The piece uses standard orchestral instruments with some effects processing — reverb, delay, etc. — and a quasi-12 tone compositional approach. Each chord in the piece is made up of the 12 notes of the chromatic scale, or in some cases 2 and even 3 octaves of notes. A Probability Gate is applied to each note of each chord in each instrument track to determine whether or not a particular note will sound. With a sufficiently low probability value, the likelihood of hearing the same music twice is vanishingly small. The movie is intended to give a pleasant audio-visual experience inducing a feeling of stasis, motion without progress, evolution without advancement, calmness, trance, even a semi-visionary state of consciousness. Or boredom, perhaps. Here is the YouTube link to "Prismatic Fracture": https://youtu.be/Em6VyzsNcgc Best to all, Joseph
    4 points
  4. https://youtu.be/1WSxujQAmxM Hey folks all the CG was done in AM about 5 years ago. I used BVH mobcap for the Animation which worked great with AM. Im actually going to start selling the tubes shortly because of the corona virus. I still have 30,000 tubes in my basement. 004.mov 003.mov 001.mov 002.mov
    4 points
  5. Here is a truck I modeled for a friend to use in his advertising. The truck has been fully restored now, but this version sat in his driveway for several years.
    3 points
  6. 3 points
  7. 3 points
  8. A view of the arcade from the floor of the waiting room.
    3 points
  9. Keep in mind that this is a WIP and I have a long way to go (including getting the lighting right but I'm still pleased with the result. Here's two views of my arcade taken from the street entrance end and showing the concourse archway in the distance.
    3 points
  10. Here's a re-rendering with better behaved sheet metal seams. Not only is the seam now a bump map but it's been reduced from 100% "intensity" to 23%. Being produced at the Instagram worthy ratio of 720 X 480 also makes the noisiness in the reflections more tolerable. piggyback_walkthru_insta_h264.mp4
    3 points
  11. I have been going through all the old models and I have noticed how some of them have held up while others, well, are not very good. Cupid is one I am pleased with and the rig is in and now rigging the face. Here is an action shot of cupid.
    3 points
  12. Here is something I mentioned that I would post while on Saturday's chat. 😊 The 3D effect is another great feature of Hash even if it is rarely used.
    3 points
  13. This isn't related to Adventure Cat but was drawn about the same timeframe. I call her 'Feature Request Lady': And yeah, she could probably appear in an Adventure Cat episode. Why not? The theme during this drawing was 'cats'... so, see if you can find the cat!
    3 points
  14. Roughed out model partner for Thom ,,,not complete for now pt1.prj
    3 points
  15. Just noticed Perry Animation added a bunch of Petey & Jaydee shorts to their Youtube page. Some funny and well made A:M Animations worth checking out! https://www.youtube.com/channel/UCH9lVBbmbu_dQEl1CnAbNPA
    3 points
  16. I am not sure if people are aware of this, but I just did a small test and it works... You can even use one decal (UV set) to layer color maps with transparency over each other. Not sure if it helps a lot (maybe with 3d painting it could be nice for instance to animate wounds or skin changes or something like that?) but it was an interesting thing for me... Best regards *Fuchur* video_stacking_color_maps_on_each_other.mp4 decal_texture_layering.zip
    3 points
  17. TSM2 rig test...
    3 points
  18. It's award season! Oscars, Golden Globes and... the Animation:Master Forum "Prehistoric" Image Contest! Prizes, surprises, voter comments, interviews and more! Fire up your big screen, get your popcorn, everyone is in the show! Congratulations to the medalists... Steve Shelton Dan Skelton Paul Harris Thanks to everyone for entering, it is great to see your A:M work! I'm sorry i took so lonnnnnng to get this out! Don't miss out on the next contest, "Finish the Unfinished"... deadline March 15.
    3 points
  19. This is an edited compilation of A:M's incremental release notes so that they may be found in one place. This includes new features and enhancements but excludes bug fix and SDK reports. I will endeavor to organize this and add links to relevant documentation and explanations as I find them. If you see something here that already has existing documentation, PM me and I will add it. v19 New features and enhancements Top Five Hot v19 Features... Bullet Physics includes soft body simulations SVG importer enables design of lathe and extrusion outlines in low-cost vector art programs Bias Handle Aim at next CP simplifies common mechanical modeling task of creating straight splines Birdseye View Queue allows stepping through many previous birdseye views Scale to X=0 reduces common Copy/Flip/Attach prereq to one step Been away for a while? Check out the v18 features in the next post! Bullet Physics Bullet replaces Newton for dynamic simulations. See full Bullet Section at bottom. Speedup Coding optimizations make v19 render 10-15% faster than v18. This benefit will vary by CPU Interface Birdseye View Queue v19a It is now possible to step back/forward through many previous Birdseye views rather than just recalling the single most recent one (Numpad 7). undoing/redoing for view position now have a separate undo stack, have their own buttons and shortcuts... shortcut for view undo Shift+Alt+Z shortcut for view redo Shift+Alt+Y If You don't make a new install or "Reset Toolbars" You must manually add the buttons from Tools->Customize->Commands->Standard Discussion thread: https://forums.hash.com/topic/50244-birds-eye-view-queue/ Clear Undo stack (Edit menu) v19a Removes all entries from undo/redo. Also has a button... Forum thread Feature Clear Undo Stack Choreography Groups v19L Added the possibility to add other objects to the named chor group(select the chor group -> than Shift + LMB Selectionobjects. Can be deleted with a Dialog (RMB -> "Remove From Groups..."). "Constant" parameters in PWS now display their current values in the timeline. CP Weights dialog box v19c Remembers last position. Duplicate for objects in a chor. v19a Right Click/Duplicate Menu entry "Duplicate" for objects in a chor. If the Shift key is held down while clicking "Duplicate," keys from the source object are not copied. Progressive Render Limit v19c Progressive renders can be set to make less than five passes to allow more quickly regaining control of the interface after onscreen test renders. This setting also exists in Camera properties so each camera view can have its own setting. Render settings dialog box v19a Resizable Maximize Render to File Dialog Window button added File Menu>"Render to File" Option added Render to File dialog box Size/Open/Collapse state are remembered. Works only in "Advanced mode" Two new buttons here too, "Expand All" and "Collapse All", expand/collapse all possible properties Reset Toolbars (Help menu) v19a Reset all toolbars to their default layout. Save before Render: v19a saves the project, if it is modified, after hit "OK" in the "Render to File Settings" Dialog can be controlled with the "Save upon Render" checkbox at Tools/Options/Rendering , Default is ON Translate manipulator minimum size v19m The translate and the scale manipulator now scaled up, if the size is too small AND the "World Space" button is set to ON. Viewport settings Copy/Paste v19j It's now possible to Copy/Paste Viewport settings from one window to another one. Click on the Viewport settings display to open the "View Settings" dialog for the source window , push "Copy", open the "Viewport Settings" dialog for the destination window, push "Paste" Viewport Settings display is at lower right corner of A:M Modeling Bias Handles: Aim bias handle at next CP v19n Holding ALT while adjusting bias handle snaps the bias to the next CP on the spline in direction of the handle side. SHIFT+ALT leaves the bias handle on the other side unchanged. Discussion thread with demo video Bias Handles Snap to Grid button v19a New button for this , Tools->Customize->Commands->Manipulator (default key Shift+2) Acts like "Snap to Grid". Existing installations needs to add this button manually to the toolbar or "Reset Toolbars" [demo video in post] Bias Handles Snap To Grid menu option v19a When a group of CPs is selected, >Snap Bias to Grid snaps the in- and out-bias for the selected CPs to the nearest grid interval. CP weighting dialog Cancel/Undo/Redo v19a The weight dialog has now a "Cancel" button , which reverts the changes done in the dialog to the state before the dialog was started. Weighting has now also a general Undo/Redo , if the dialog is exited with the "Done" button. Remove Internal Patches v19a "Remove internal patches" Tries to break internal patches , detach CPs from detected internal patches and create a named group with this CPs for 3 and 5 point patches it works only partially depends on the spline layout. [demo video in post] Remove unused drivers menu entry. v19a Delete all drivers without a key available only for model cache, not for instances. Remove User Properties menu entry for models. v19a Deletes all user properties and relationships for this model available only for model cache, not for instances. Warning : This action is not undoable Reset Main Bone v19h Set the main model bone back to the default values (helpful for simulation with bullet constraint, if the main bone not at default , unexpected behavior can occur) For objects> menu -> "Reset Main Bone". Scale Group to X=0 v19a Before doing a Copy-Flip-Attach it is good practice to scale all the center spline CPs to be truly on the center axis. Now this task can be done in one step: select the CPs and then >"Scale Group to X=0". Show Groups, where the CP is included Button will show which groups a CP is in. For existing installations the button needs to be added manually. Add the button Tools->Customize->Commands->Manipulator -> "Show Groups, where the CP is included" to the toolbar, or "Reset Toolbars" For new installations, it's default in the manipulator toolbar. Works only for single selected CPs. Spline and CP selection from PWS v19n It's now possible to select Spline and CP from the PWS. Select the Spline or CP (under Objects -> Your model -> Splines) and hit SVG importer: v19a Plugin for importing the SVG vector graphic format. This enables graphic outline importing as the .AI importer does. Particles/Simulations Particle system: Hair v19a Support for Turbulence on forces. Forces no longer need high magnitudes to affect hair dynamics groom mode: selected guide CPs now drawn with the selected CP color groom mode: added possibility to select more than one Hair guide for operations except the "Brush Mode" operation two new buttons "Select Hair guides" if You press this button you are now in the selection mode, and can select more than one Hair guide. Limitation: it's only possible to select one Hair guide CP, for the other selected Hair guides the Hair guide CP from the first selected Hair guide is used. "Deselect Hair guides" deselect all selected Hair guides Hair grooming Disable Particle System Update v19o For faster manipulation of hair guides. Implemented for Edit, FK, Brush and Lengthen Mode. [demo video in post] New button "Disable Particle System Update" is available under Tools->Customize->Commands->Categories:Tools to add this to Your grooming bar... The other way to enable this button is Help->Reset Toolbars If this button is checked, the particle system is not updated while you're modifying the hairguides. Be sure that only the window where You modify the guides is visible (no tiled or cascaded view mode), otherwise the other views are updated. Particles: Color change over lifetime v19L Streak and Blobbies there is a new Bool property, "Color change over lifetime". This controls how the color is changed. Default ON: the color is changed over the lifetime from each particle OFF: the color change is done for all particles simultaneously. Simcloth v19c Simulations faster with with OpenMP (multicore processing), to disable this option set "Tools->Options->OpenMP Threads" to "Disable OpenMP" Simcloth v19b "Custom Attach groups" now only editable in material instances. Makes no sense to edit the cache. Attach groups are used for temporarily constraining a portion of a SimCloth to a bone. For example, to have a character pickup and drop a handkerchief. new property "Remove previous simulation Data" Deletes the simulation data from previous Simulation. Setting it to "OFF" is helpful, when the cloth object has many CPs. Default is "ON" Plugins plugin: Batch v19d added Bullet "Rolling friction" and possibility to set the values back to default. Plugin: Brick v19a it's now possible to add Bullet Constraints for the instanced model. Access with RMB>Choreography>plugins>wizards>Brick z position can be set models can be imported in user folders save/restore settings documentation Plugin: Simple_Scatter v19a it's now possible to add Bullet Constraints for the instanced model models are now imported into user folder documentation Polygon import plugins v19L If peak tolerance is set to 0 , all CPs are peaked ,useful for importing mechanical models. If peak tolerance is set to 360 , all CPs are smooth Other Bake Surface: optional larger margin for Baked Surfaces. v19a Makes it easier to use some paint program filters on tiled image maps. Options dialog accessed by holding SHIFT while selecting "Bake Suface" Distortion Box Action Objects Resolution v19a Now the same resolution as the modeling window Distortion boxes (maximum 1000), and now uses for initial value the same settings as for the distortion box in the modelling window. Measure Distance v19n Menu entry "Measure Distance". Select 2 CPs (both in same view) -> -> "Measure Distance". If more than 2 CPs are selected the distance is calculated for the first 2 CPs in the group. Can also be started from the PWS, select a CP entry, then select a second CP while holding down the CTRL key -> -> "Measure Distance" "Render Stamp to File" v19p Discussion in AMReport 7054 Discussion in v19p announcement This renders the actual stampview to file with a user defined resolution. If You start from the stamp entry in the PWS and the stampview isn't open, a new stamp view is opened. In the dialog , which opend after hit the menu entry, You can change the Path and Filename (the button on the right side) fileformat is selected trough the filename extension (supported OpenEXR, TGA, PNG and PSD) the "Width" and "Height" for the newly created file limited to 16384 x 16384 for Win64 version, 8192 x 8192 for the others the limitation is the result size , means a resolution from 32768 x 8192 is also possible. Warning On the highest resolution around 14 Gigabyte is needed at the creation process. The width and height are always changed to a even size. (1025 becomes 1028 , always modulo 2) "Save layered" If this checkbox is checked, two layers are created , one for the decal self and one for the splines. For all formats ,excluding OpenEXR, in this case two files are created with the naming scheme "Filename"_Decal".Extension" and "Filename"_Splines".Extension" OpenExr is saved as one file with two layers. "Render with CP's" rendering also the CP's on the spline layer A new menu entry for single stamps / a opened stamp view is added. Bullet Physics - v19a Bullet replaces Newton for simulations. Bullet includes soft body simulations which were absent in Newton. Alpha Documentation constraint: Bullet Constraint for dynamic simulation with the Bullet physics engine. constraint: Bullet Soft Constraint v19d Model with this constraint applied act as softbodies (deformable hull) in Bullet simulation Reset Main Bone v19h for objects> menu -> "Reset Main Bone", set the main model bone back to the default values (helpful for simulation with bullet constraint, if the main bone not at default , unexpected behavior can occur) Plugin: Add bullet constraints to multiple models in a cho. v19a on choreography -> "Add Bullet Constraints to multiple models". Plugin: Modify Bullet Constraints on multiple models v19d Modify parameters for bullet rigid constraints on multiple models in a chor. Only parameters where the checkbox "Set" is active are applied to the selected bullet constraints. on choreography -> "Modify Bullet Constraints on multiple models" Menu Remove Bullet Constraints v19d menu for Choreography has now an entry "Remove Bullet Constraints" starts a dialog, where You can select the Bullet constraints , You want to remove from models (Extended selection in the listbox) Menu Bake and Remove Bullet Constraints v19h for chor > menu -> bake simulation data and then remove the Bullet Constraints from the models. If the Shift key is held while clicking this entry, a simulation run is first done for all Bullet Constraints. Plugin: Batch v19d added Bullet "Rolling friction" and possibility to set the values back to default. Plugin: Brick v19a it's now possible to add Bullet Constraints for the instanced model. Access with RMB>Choreography>plugins>wizards>Brick Plugin: Simple_Scatter v19a it's now possible to add Bullet Constraints for the instanced model
    3 points
  20. Thanks Robert. I've made a picture to demo the work flow. Essentially I'll be using a choreography and the models I've already made, plus stand-ins for the ones I haven't (Like basic blocks to represent furniture or a body to represent characters I haven't modelled). That will allow me to get the correct perspectives on the images and then I'll use photoshop to finish the pictures. I've uploaded another example of Bernie waking up in the morning. In the story he's wearing his pajamas, but I don't have a model, or the time to model and texture a different outfit for him. So I used the model I had to pose him and then drew over the image to have him in the correct outfit.
    3 points
  21. My previous doodling topic was titled 'Tuckertown and other Stories' for reasons I believe I mention in that topic but... Here I'm not so interested in Tuckertown as I am in other tales that might be told... or explored. Recently I was doodling and came up with a character I just call 'Adventure Cat'. This topic will try to focus on him and his world mostly to give my doodling in 2D and 3D a little focus. At any rate, I thought I would try to create a vehicle I had drawn for Adventure Cat in 3D with the latest release of Animation:Master. Here is the result:
    2 points
  22. Here is an updated Squetch Rig, Squetch Rig Installation Tutorial and Squetchy Sam. If you find an issue, let me know. Squetchy_Sam_08_09_20201.zip Squetch_Rig_08_09_2021.zip Squetch Rig_Installation_Tutorial_Part_1_08092021.zip Squetch_Rig_Installation_Tutorial_Part_2_08092021.zip Squetch_Rig_Installation_Tutorial_Part_3_08092021.zip
    2 points
  23. There are two main advantages: - Data safety (a NAS is especially useful if you have one with 2 or more bays. Like that you can put them in a raid easily and let them mirror the data. So if one of the drives fails, you can just replace it and the NAS will re-mirror it from the other drive automatically (or depending on the RAID version you are using different other things) - access over the network with different devices. This means having your data available on your laptop, you desktop and the tablet of your wife at one central place. This is even possible over the internet, if you are willing to make it available via internet (but you do not have too. It is of cause more secure to just keep it in the LAN) - pretty good automatic backup solutions are available, the NAS will keep track of your disc health and tell you if you need to think about changing the drives, etc. - you can handle access rights very easily... so for instance one user is allowed to open one folder, the other one isn't and so on. The result is: - your computer can die and you still will have the files available. - (at least) one of the drives can die if you have a 2- or more bay-system - think of rendering with A:M... just put your project on the NAS and open A:M on each of your computers to render from it. The disadvantages: - it is a little less fast than a drive in your computer (at least as a SSD if you are "only" using 1 Gigabit-LAN / ethernet... if you have more like 10 or 50 and a fast raid configuration it will not make a big difference anymore). Anyhow it is still pretty fast and for most things you won't notice a difference. 4k video editing or something like that might be one of the things you might not want to do with a normal NAS, but other stuff isn't going to be noticeable slower. - you need two drives (or for instance 3) and will loose 1/2 or about 1/3 (raid 0/1 vs. raid 5) of the capacity of your drives. I am using a 4-Bay Qnap-NAS for all my data here for years now and I really love it and just recently have gone from about 5 TB of drive space to about 9TB of drive space because of video footage I am done with which is saved there. While working I might copy it to one of my SSDs and later the stuff goes to my NAS. 1080p material can even be edited on my NAS pretty nicely. Best regards *Fuchur*
    2 points
  24. I believe it was the long file path name that caused it. Mapping the drive seemed to have solved it.
    2 points
  25. Hi everybody as in each year there is a new advent calendar for 2020 again which has been created with the help of Animation:Master again. Not everybody might know what a advent calendar is: The calendar runs from the 1st of December to the 24th and each day there is a small little door which can be opened to receive a little gift. Most of them are chocolate in general, but there are many more from toys (not only for children sometimes) to anythin else. As I am working in an advertising agency in this calendar we show you a new funny, thoughtful or just well done commercial each day. (no, those are not all from us or something... those are just great pieces of that profession) I hope you will have fun and don't forget to come back to it each day to see a new one :). https://advent.3we.de Best regards *Fuchur*
    2 points
  26. I'm probably still making all of my old mistakes...lol Unlike before, I'm building just a basic model. I turned up the Ambiance on the white to make the other colors stand out. It's not done, yet. I'm not sure which color to use for the decals. My favorite color is green. The traditional markings are red.
    2 points
  27. Well my latest rolling stock release has taken more time than usual since the cargo required way more work than the railroad car. Before interstate highways and stackable containers, rail "intermodal" transportation was defined as driving transport trailers onto railroad flatcars to "piggy-back" their loads from city to city. Railroads started by towing the trailers up long ramps onto a slightly modified standard flatcar and anchoring the trailers with chains. Soon modified flatcars were given integral fold down ramps so multiple trailers could be driven onto a long series of coupled cars. Before trailers started to grow in length, they could fit one standard or two shorter trailers per typical flatcar. I justified the creation of two trailers since they could also be used to tow around my backlot once I get around to building the tractor truck. Since trucks didn't have as much horsepower as today, trailers were much shorter. Fortunately short trailers are easier to model because they don't need side doors. But all that painted on signage meant that creating the decals took almost as long as the modeling. To make the anchoring process faster and more secure, one flatcar manufacturer invented a retractable trailer hitch. One man with a pneumatic wrench could lower or raise the hitch and lock the trailer in place. This was one of the more difficult models I've tackled as there were very few reference photographs of them available on the net. And what was available were lo-res, isometric views. I basically had one good hi-res image that had a human close-by for dimensional reference but only showed about 75% of the hitch. So some of it is guess work. I may have over-compensated with the beat-up materials and dirt decals. However, I think the old, dirty diamond pattern steel plating that I showed off a few weeks ago looks even better installed.
    2 points
  28. This is just a preview of what I'm working on. Hope you like it😀
    2 points
  29. here is my 15 minute rough draft missthom.mdl
    2 points
  30. As you can see, it's all based on my favorite Enhance_AM combiner; AM_Dirt. My only problem with it is the way the blend percentages work. I had assumed that if you wanted an equal distribution of six evenly distributed grey levels (0, 51, 102, 153, 204, 255) then the blends should be five bands with the same limiting percentages. A look at a histogram of the resulting material showed this wasn't true. So after some trial and error I found the blends shown that produced a reasonably even histogram and I use these consistently with colour choices that are subtly different so they combine well to my eye. Using AM_dirt, I make the basic surfaces, steel and dirt (light and dark). CellTurb is used to combine a layer of light dirt with distinct dark spots scattered throughout. I also let the dark dirt slightly bleed through the light for even more variation. AM_Bozo is the combiner used to make regions of steel and dirt. The key variable here is the Gain of 99.99% which makes the dirt have hard edges. The AM_Dirt Bump variable is cranked up for both dirts but set to 0 for steel as I preferred the look of a separate texture material not based on colour variation. Both the steel and dirt texture are variations of the Dented plugin from Alibi with the steel texture being small craters and the dirt texture being larger bumps. These are combined using AM_Bozo again with its variables the same as the colours so they match regions.
    2 points
  31. Back working with Dylan Perry, formerly of Momentum Animations, Now Perry Animations on some videos he's working on, thanks to Jason we got AM running again, tell you what after a brea from AM for so long it was refreshing to dive in again and relearn some things, hopefully I can now seriously get back into it again and pic up on some projects that have been sitting on the shelf for a while The old Mac pro that I had, turned it into my 3D rig, not too shabby for an almost vintage computer, runs windows and AM awesome
    2 points
  32. Hi everybody, I think everybody knows that and it just recently drove me nuts again... this small little stand for keyboards which break and a totally fine keyboard is just no longer pleasant to be used and you would need to throw it away which is totally wasteful if you ask me... So I bought a thousands of dollar 3d printer and printed something out to get over tha... Not really... it has been used in many, many instances like that over the last 7 years or so and I think it should be fine today especially if you count in the fun I had with it . Here is the result and the broke part in an very macro version which does exactly what it should :). I am currently not printing on my SLP machine but my FDM machine, because it uses isopropanol (one of the best sanatisers) and while it produces much smoother results, most parts are not that durable with it anyway, which in this case is what I was aiming for. So even so it is pretty small, it printed nice enough even with 300 micro layerheight (I could go smaller to about 100 microns, but that isn't really making it better for the purpose, just longer to print and harder to get a good result out). More can be seen here: https://www.patchwork3d.de/blog-5-en/keyboard-stands-like-to-break-1105
    2 points
  33. I will reply to my own question. All fixed. I could have sworn I turned of the snapping button several times. oh well, all is good now.
    2 points
  34. Hi Guys, Started working on something new and thought I'd to try something different. Instead of posting still images of my modeling progress I did some video screen capture. Sped up around 20x hope it isn't too jarring.
    2 points
  35. It looks like the iframe did not work. Here's a link: -Vance
    2 points
  36. Thanks David! Here are a couple of the still renders from the video, going to start assembling my shot with what I've all modeled so far.
    2 points
  37. Latest Time-lapse Vid, weaving a kitchen together with splines.. and some radiosity...
    2 points
  38. Come and get it, Ladies!
    2 points
  39. A test of a webbed appendage. @createo @CodyP24 You had previously wondered about CP weighting... in this example, the splines in the middle are weighted 50/50 to the bones on each side to create the behavior of a stretchy, flexible membrane. FinTesth800.mp4
    2 points
  40. To make the elfin ear I thought I could lathe out a tall cup and push the splines down on one side... But after quite a bit of pushing and pulling of CPs I wasn't happy with the shading the stretched patches were making... So I deleted all but the front edge of the ear... ...and resplined between the edges with more conventional contours...
    2 points
  41. There is an Animation:Master discord but... it never really took off: https://discord.gg/jtZmXvc Please feel free to drop in and make suggestions to inject some life into it. Link updated!
    2 points
  42. Here is a "small" video about the new "A new button "Disable Particlesystem update" feature. It can be used to make your grooming experience a lot easier if for instance you want to use pre-rolls or complex dynamics on hair systems. Best regards *Fuchur* disable_hair_particle_system.mp4
    2 points
  43. Livestock used to be shipped via railcar using stock (or cattle) cars. They were essentially box cars whose walls were replaced with wooden louvers. The wooden louvers did less damage to their hides for better quality leather. They also provided ventilation but if you were nearby a stock car as it went by (even if it was empty) the odour was unmistakable. stock_car_walkby_02.mp4
    2 points
  44. Now have to bone him and get him moving
    2 points
  45. Hello Everybody :). I would like to wish you all a merry christmas (or whatever you are celebrating these days ). Most in the US are going to celebrate christmas tomorrow, but here in Germany the 24th is most often even more important than the 25th. Best wishes, best luck, stay healthy and have great holidays with your close family everybody :).
    2 points
  46. Blocked in some more shapes, will work on refining some of the shapes and poses of the hands/fingers. .
    2 points
  47. This was composited in After Effects which is better suited for this than Photoshop.
    2 points
  48. Animated rotation of the Kryptonite. After Effects and Premiere were used for some compositing and glow. The Vimeo link plays at better quality https://vimeo.com/470864159
    2 points
  49. My brother-in-law got Covid-19'd out of his job in HR management and is considering starting up his own firm. So I made him an animated logo. Animated Logo.mp4
    2 points

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