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Hash, Inc. - Animation:Master

Nuba X

*A:M User*
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Posts posted by Nuba X

  1. right click in your model window

    plug-ins/export/

     

    Did that but the Option isn't There.

     

    OBJ, 3DS, etc are there...but not DXF!

     

    Like I said..I have A.M. 13

     

    Someone gave me the Plugin for the OBJ Exporter last time I was here.

     

     

    So now I can Export OBJ's This time...I need DXF!

  2. post-183-1236732833_thumb.jpg

    ClintZT_A00.mov

     

    I finally had a chance to try one of my old Zign Track Actions on Clint. There was bit more tweaking than I anticipated because it has been a while since I last used any mocap data, and this character's face rig is little different from previous versions, but after I made a few minor adjustments and rebooted A:M it was fine.

     

    I have shown this action before, on a completely different model, and it was obvious then that I hadn't filtered the jitters enough. I have added a couple of "B" phonemes, where the mouth shapes were not strong enough, and I have animated the eyes, blinks, head and neck motion by hand.

     

    All very rough but very quick! :)

     

    I need to find, or record, some suitable dialogue next.

     

    You are Just Too Much!

     

    Keep On Keeping On!

  3. Thanks, Steve. :)

    Has that rasta Octopus been done somewhere before? It seems a perfect match.

    That's what I thought too. :)

    post-183-1236275275_thumb.jpg

    Why_A00eComp.mov

    I tried bringing this guy into A:M 15 and had some problems with an action that I had made in A:M14. For some strange reason CPs in the face had become offset across the y-axis and nothing I could do would correct the problem. I checked their assignments and all was correct, including the weighting, but I couldn't get them to jump back into their correct postions. There was a "Splines" folder in the Action but A:M15 wouldn't let me delete it. Eventually I gave in and deleted the action alltogether.

     

    I then set my displacement map back to 'displacement' instead of 'bump', something that appears to be neccessary in A:M15 in order to be able to work with the realtime display, and A:M instantly became unuseable so I rebooted, set the displacement map again and it "took" so I tried a render. Everything that has the displacement map refused to render at all so I compromised again and ditched the displacement. (Sigh)

     

    HAHAHAHA!!!!

     

    LMAO!!!!!

     

    GREAT!!

  4. I enjoyed both Ants and A Bug's Life. Ants had a darker feel but had some outstanding imagery and social comment while A Bug's Life kept things light and catered primarily to the kids.

    very cool stuff!

    Thanks!

     

    I've made a few changes to the octopus:

    post-183-1235560827_thumb.jpg

    Blue_A01.mov

    He still needs loosening up and he also needs his 'suck and blow' apparatus.

    All of these textures are still temporary.

     

    WOW!!!!

     

    GEAT WORK!!!

     

    It has Both a Cartoony and Realistic look at the same time.

     

    Very Impressive!

  5. I wonder if AM will come out with one of their own....(hmmm)

    I think thats something they need to think about.

    Thanks again!

     

     

    There is a 3rd party facial mo-cap solution available called ZIGNTRACK at the hash store for $99... I would'nt hold my breath for an entire body solution, there are too many other companies all over that- and that's really not Hash's deal...

     

    HERE are some of my mocap samples:

     

    http://campbellanimation.com/BoxerMoCapTest.mov

    http://campbellanimation.com/MoCAPtest.mov

    Several companies are All over 3d Amimation Programs too...yet Hash is coming up Strong.

     

    Its something that they Should consider. It would be nice to have a Motion Caption System that is Indeed affordable to General Public just like A.M.

     

    The Big Companies are already Heated at Hash for this affordible program alone...

    Imagine the possibilites of an affordible Motion Caption System to Creative Independent Artists like us!!!

  6. See all the spots where you have 5 lines going into 1 CP? That's always bad. It's never good.

     

    YOu almost always want just 2 splines to criss cross at a CP (like at the two green arrows. looks like 4 lines going in)

     

    Purple is where I'd get rid of splines and green is where I'd put them instead. ( i just did the front as an example)

    I think this is good advice!

     

    CW's Speeder looks Real Good! I just thing you're a couple touch ups away!

     

    Just keep on keeping on!

  7. A:M can load BVH files.

     

    I'd hope that any motion capture equipment would include the software to record your motion to those BVH files. Check that out.

     

     

    THANK YOU!

     

    One of the Capture Places Im looking at does Indeed use the BVH files. Im Glad to hear it!

     

    I wonder if AM will come out with one of their own....(hmmm)

    I think thats something they need to think about.

     

    Thanks again!

  8. I made him and added bones and I think he looks amazing.

     

     

    post-11442-1212503251_thumb.jpg

     

     

    Hmmmm......Very Interesting!

     

    You know...I saw this, passed to the next forum, but then came back again with Interest!

     

     

    I actually LIKE this Character for some reason.

     

     

    He seems like such a simple Robot and it makes me wonder...What exactly can this little Robot do?

     

    I mean....there's a movie coming out caleed Wall-E about a Robot that kinda of like the one from the move Short Circut.

     

     

     

    You may or may not add to the Robot but I think I want to know this... ***Rob the Robot*** is about!

  9. Hi all, it's been a while since I've posted but in light of the new Sarah connor chronicles I decided to attempt a Terminater model. Heres some early stuff as I am still shaping him up. Crits and suggestions as well as reference pics are welcome.

    OOOOOOOHHHH SNAP!!!!!!

     

    Im Liking that!

     

    GREAT JOB SO FAR!!!!!

     

    Keep it up!

     

    I'll Be Back!

  10. New project that i just started on a few days ago, wondering if there are any rigging gods out there who could help out with the bones after i got done with the model... or if you can see any flaws so far, let me know.

    Well if you Rigged him well enough to position him in that Level 53 Armor position then you're on the right track.

     

    I Really Like the Model!

     

    Face kinda Reminds me of the guy from Kingdom Hearts.

     

    You look like you have a good story to tell with this guy.

     

    So Far so Good.

     

    Keep it up!

  11. hi @ all,

    here are some screenshots, renderings and a short qt-movie from the actual project i´m working on.

     

    please tell me what you think about the characters, lightning, etc, i´m sure you can find some critical points i haven´t thought of yet.

     

    i have a few questions:

     

    1. the forces setting: i want to have a slow breeze flowing through the grass and the tree... the movie is my very first attempt with forces, i know it´s much much too fast etc... but i was wondering if anyone of you could give ma advice about the settings on the force and the hair-materials. sure, i could figure it out by try and error, but maybe some of you guys figured some good settings out for the effect i want to achieve and i can save some hours of my precious time ;)...

     

    2. rigging: i want to rig the characters with the squetchrig (would be my 2nd try, the first one didn´t really work out :( ) the question is if you guys who have experience with the squetchrig see any problems with the splineage of my characters, maybe there´s a splinering too much or too less to get good results...

     

    3. the terrain: at the moment the terrain is´n very big (it seems bigger than it really is in the rendering), but i need to get it bigger. problem is that the grass population slows down my rendertimes enormous, the picture you see here took about 17 minutes (big render, 1024x768 with 16pass... think that´s ok, but if the terrain get´s much bigger it will be much slower too...) does anyone have some tips and tricks to improve the render times on big grass-populated landscapes?

     

    4. dust on the ground: i tried to add some dust to the ground, that it looks more like a real savanna, i tried volumetrics (experimented with dust and mist, but couldn´t get them look good), i also tried out sprite-emitters, but i couldn´t get them slow enough in the movement... how would you do that?

     

    i can´t get no sleep anymore because of all this questions in my head, night by night im sitting on my couch with my macbook thinking: "let´s quickly try this one out before you go to sleep", and then i look at the time and it´s 4.30 am.... dammit!

     

    so pleeeease help me!

     

    thanks ahead to all...

     

     

    This is what I see when i saw your project!

     

     

     

    http://www.youtube.com/watch?v=gH4ivOyO0PQ...feature=related

  12. hi @ all,

    here are some screenshots, renderings and a short qt-movie from the actual project i´m working on.

     

    please tell me what you think about the characters, lightning, etc, i´m sure you can find some critical points i haven´t thought of yet.

     

    i have a few questions:

     

    1. the forces setting: i want to have a slow breeze flowing through the grass and the tree... the movie is my very first attempt with forces, i know it´s much much too fast etc... but i was wondering if anyone of you could give ma advice about the settings on the force and the hair-materials. sure, i could figure it out by try and error, but maybe some of you guys figured some good settings out for the effect i want to achieve and i can save some hours of my precious time ;)...

     

    2. rigging: i want to rig the characters with the squetchrig (would be my 2nd try, the first one didn´t really work out :( ) the question is if you guys who have experience with the squetchrig see any problems with the splineage of my characters, maybe there´s a splinering too much or too less to get good results...

     

    3. the terrain: at the moment the terrain is´n very big (it seems bigger than it really is in the rendering), but i need to get it bigger. problem is that the grass population slows down my rendertimes enormous, the picture you see here took about 17 minutes (big render, 1024x768 with 16pass... think that´s ok, but if the terrain get´s much bigger it will be much slower too...) does anyone have some tips and tricks to improve the render times on big grass-populated landscapes?

     

    4. dust on the ground: i tried to add some dust to the ground, that it looks more like a real savanna, i tried volumetrics (experimented with dust and mist, but couldn´t get them look good), i also tried out sprite-emitters, but i couldn´t get them slow enough in the movement... how would you do that?

     

    i can´t get no sleep anymore because of all this questions in my head, night by night im sitting on my couch with my macbook thinking: "let´s quickly try this one out before you go to sleep", and then i look at the time and it´s 4.30 am.... dammit!

     

    so pleeeease help me!

     

    thanks ahead to all...

     

     

    This is what I see when i saw your project!

     

     

     

    http://www.youtube.com/watch?v=gH4ivOyO0PQ...feature=related

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