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Hash, Inc. - Animation:Master

tanassi

*A:M User*
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Posts posted by tanassi

  1. i want Huntress model completely rigged by Joe Williamsen to study her, yeah... i want her :rolleyes:

     

    and a linear reference manual in pdf or word format (no tutorials)

     

    i could donate my singer model when finished and other i'm workin' on (a male sax player w. soprano and tenor sax)

     

    thanks Vince

  2. hi all,

     

    here a little lip sync animation.

    i'm sorry for the very low resolution but the sound increases very much the file size.

    when available i'll post a new hi res anim.

    i know she should move the head on her neck but that's it

     

    bye... Vincenzo

    head_sing_3.zip

  3. thank you Yves,

     

    i'm trying to post a little lipsync animation, tryng to stay under 1Mb :)

    the hair are provisional just to have something to cover the head :D

    i have seen the hair feature r.11 but they seem too rigid, and have very thin hair i think will be very overloading for the processor. i'm trying use some patches mapped with real hair photos.

    stay tuned.

     

    Bye... Vince

  4. Hi all,

     

    new life to my character... i know, i know ther's a lot of work to do (hair, texturing, lights, ecc. ecc.) but she sing!

     

    bye... Vince (keymaster of gozer)

    post-7-1093695122.jpg

  5. hi all,

     

    having no further answer, i ask to Hash people, why cannot i have the mesh (at higer quality) created in A:M for visualization? it's already there, whats the problem to export them in any mesh format?

    this is very important for my job, don't compel me to use another software, I love A:M and hate 3DSMax.

     

    thanks... Vince

  6. Hi,

     

    i already have tried to increase resolution in this way, but imperfection on 5 pt patches remain and are created a lot of artifacts and entangle splines.

    the only way to increase mesh resolution is increasing patches resolution, but i don't want to do it (and... the A:M philosophy?).

    there must be a way to have a high resolution mesh with a very little cleanup.

    i don't want to rebuild the whole model in Rhino, neither the only 5 pt patches (i have a lot of them).

    i want the mesh i have seen in rel.8.5 in direct3D flat mode.

     

    btw: Rhino can read OBJ files. already tested.

     

    thanks... Vince

  7. Hi Ken,

     

    no, it doesn't work so, A:M converts 5 pt partches in a pentagonal array of quad polymesh. I tryed both 3DS, OBJ, DXF and LWO format but the result was everytime the same. i think is a translation limitation of A:M because, as i said, exporting and reimporting in A:M with PLY format i had the same result as Rhino.

     

    thank you anyway... Vince

  8. Hi all,

     

    I would like to create some character, put them in pose and then make a physical model of the posed character. But i have a problem of exporting A:M geometries to Rhino to make a stl model for rapid prototyping.

     

    description of the exporting process:

     

    1) from A:M i create a 3DS, OBJ, DXF or other file format to import in Rhino.

     

    2) the dialog exporter asks for number of poly per patch but the max number is 16 (too low for me) and i set the maximum of course.

     

    3) i import the file in Rhino and here the problems show, the quad patches generate too few polygons, the 5 pt patches generate almost flat poly geometry, completely detached from the other patches,only vertex of the patch are connected.

     

    trying to individuate where is the problem, i have exported from A:M in PLY format and then reimported in A:M and i've seen the same problem particularly for the 5 point patches that are disconnected from the rest of the geometry. so i have to deduce that the problem is in the translator (or A:M plug-in anyway).

     

    Question: is there another way to obtain a good mesh from an A:M model? are there some settings, i don't know, in the options/modeling tab?

    consider that i don't care mapping, i need only a good polymesh as more as

    similar to the A:M model.

     

    btw: on an old rel.8.5 i remember i have seen a visualization mode in direct3D flat, that in high quality (pg up, pg up, pg up,) generates a very, very good mesh. in rel.11.0 this option is no more available.

     

    i would like, if possible to have THAT mesh.

     

    thanks to all... Vince

  9. Hi john,

     

    nice sketches, some years ago I drawn similar characters for a kids cartoon and i call them mr. & mrs. Pills.

     

    bye... Vince

  10. thanks Doug,

     

    now i have to do something for that hair.

     

    btw: i'm modeling the body and experienced some strangeness in displaying objects.

    truly i have heard in some other post the same thing.

     

    the fact:

     

    it happens that, when i'm in modeling or bone viewport, my model disappear partially or totally, seems to be cutted away by a clipping plane parallel to the viewport plane, when i'm in modeling or boning and i rotate the view or zoom in, the geometry disappear gradually as a clipping plane is moving forward or backward.

    the rotoscope and bones remain visible! i have this problem both in Direct3D and OpenGL.

    I have a P4 2.0 GHz, 512 Mb, matrox G550 with 32Mb, perhaps is a lack of video memory.

    I noticed that this problem appears in models developed mostly in one axis. example: when i work on the head it doesn't show any problem. in the same project when i work on the body (that is mostly developed on the Y axes i've got the problem (the model disappear progressively or completely while i rotate view or zoom in).

    i think it's video card problem, but i have installed the last driver few weeks ago, the software mode doesn't work at all to me, it results in black viewport only. i don't think it is an onion skin effect, ther's no transparency, the model is abruptly cutted out by a cutting plane parallel to the viewport plane and all is from one side or other side (depends as you turn) of the plane become invisible, rather i think there are two planes one near the observer and one beyond the object, when you turn or zoom the object intersects these planes and only the part of object between the planes remains visible.

     

    see the attached images

     

    bye... Vince

  11. btw: someone know how to rotate patch tangecy of CPs when in smart skin?

     

    I have experienced that while in smartskin it's possible to move CPs, change magnitude of a CP with the manipulator (the yellow line with the the square at the end), but also using the rotate manipulator the rotation is not allowed, altough the rotating icon appears (two curved arrows) :blink:

     

    any help is appreciated.

     

    bye... Vince

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