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Hash, Inc. - Animation:Master

Mikal

*A:M User*
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    30
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  • Name
    Destructo

Previous Fields

  • A:M version
    v19
  • Hardware Platform
    Windows
  • Self Assessment: Animation Skill
    Familiar
  • Self Assessment: Modeling Skill
    Familiar
  • Self Assessment: Rigging Skill
    Unfamiliar

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  1. I do have this much space. Maybe I need to select a smaller nozzle size? This specific print measures the size of a dime.
  2. Just an update for everyone, I'm using CURA to slice the STL, however, the thinest parts disappear and are replaced with supports. Maybe my settings aren't right in CURA, but I'd imagine it's not to thin in the inner circle area right?
  3. Hi Everyone, Thank you for the helpful advice! I've updated the model and now it's solid all the way through. My last issue is that on the tops and bottom the model is bending through the floor. I know I can hit "P" to make those sections straight, but the model doesn't look natural. Is there a way to reduce the severity of the bend in these parts? I've attached photos and the new model file. MG Rings Fix.prj
  4. Like the title says, looks great in HASH, but exporting to OBJ gets wrecked. Not sure what I'm doing exactly wrong, might be export settings... Or maybe I screwed up making the model... Goal is making something 3D printable. I've included the file if anyone wants to poke around. MG Rings Fix.prj
  5. Without seeing your mesh, I cannot know for sure, but I'm going to guess that 15k patches is overkill for your model. Unless you are doing ultra detailed modeling, like Agep (Stian Walvaag) you probably don't need that many patches. Also, 1000 5-point patches sounds suspiciously high. Can you post a shaded/wireframe image of your model? Here are the images of the mesh.
  6. Went to info and this is what I had: Total Patches: 15,320 5Point Patches: 1024 Total Hairs: 0 That did help for sure!
  7. Can anyone help me rig this model? I've tried again and again and i keep getting hung up.
  8. Like the title says, I've created a model, and from what I've read, the program is lagging because there are so many cp points. I have an uber fast system and would think that it could handle a model like this. does anyone know any good optimization methods for AM? My specs: Quad-core 2.6 8gb DDR2 ATI 4870 X2 Thanks
  9. I've tried this over and over again, I've exported both quicktime and avi and i get the same result. What I'm trying to do is export my animation in widescreen (1.2) and no matter how many times I try it, it exports in fullscreen, (0.9). Anyone know how fix this?
  10. I'm having trouble with bone falloff. When I bend Godzilla's neck, the neck cuts into itself. I've looked at the manual and it doesn't seem to help any. Anyone know how?
  11. You can view test footage here: http://www.youtube.com/view_play_list?p=A34C9151A9739808
  12. It was just a thought. I kind of am exploring both programs, I really like Hash though. It's much easier for me to handle, Maya is just, whoa way hard.
  13. Not quite sure what you mean by blending. Are you using decals or materials? Simple answer - materials, use gradients, I think - not too sure on that. I'm Using Materials, Dark Tree Symbiont Textures.
  14. Hmm, Not sure If i'm gonna make a city, that's beyond my model making ability at this point. Not to sure how to start. Does anyone know how to blend textures?
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