Jump to content
Hash, Inc. - Animation:Master

sb4

*A:M User*
  • Posts

    140
  • Joined

  • Last visited

Everything posted by sb4

  1. That sounds useful, actually. The other tips too. Thanks to all, -SB
  2. I know some versions of A:M have nicknames; 2004 "Orangutan", 2005 "Sorcerez",etc. Does anyone have a complete list of the years and names, or fairly complete? **** Edit -- I found the info on the archive pages. -SB
  3. Ok, thanks. What would those poly and avatar Hash exports be used for? -SB
  4. I just noticed under my A:M 11.1i File | Plugins I have an Export category with three items, including: Poly Model 3D Studio Avatar These look like they give A:M some interoperability with other programs. Have these proved to be useful? -SB
  5. Good tip though, thanks. Hopefully I'll get off the ground to the point where I need the upgrade and improved render speed. For now, the ability to pop A:M into any machine is great for shoehorning in some learning wherever I am. -SB
  6. Actually, I can start two instances of A:M and have each rendering part of a project. CPU goes to 100% nicely. (and then I have two pesky alien matches going... ) -SB
  7. A:M render has a frame counter and two progress bars also, which is plenty for me. The animation is cool of course and shows the spirit of the Hash vision. I guess I'd still like the option to halt the animation, which would seem trivial to implement, so I'll throw it into the ring if I get a chance, in case the developers have a moment to add that garnish. But glad to know the consensus is that there is no serious CPU or video card hit from those animations. Regards, -SB
  8. You'd be surprised at the temperatures I'll endure! (I'm that cheap). That's reassuring anyway -- if the duty cycle is truly tiny, I'm at peace... (although I still want every cycle I can lay my hands on...) (BTW: I did eventually hack a hole in the side of my computer box and mount another fan, which I think has made a difference.) -SB
  9. You could put a Post-It® over it! No, it can't be disabled. In later versions there are several animations that rotate. I suspect the justifications for these CPU wasters (unless they are purely done in the video card itself) is that they use idle CPU cycles during disk I/O. However, if they do use idle CPU cycles, it's no joking matter. I have serious overheating problems in the summer with my dual Xeon machine when rendering video. If the room temp is just above a certain level, the CPU heat alarm goes off during sustained 100% usage. In other words, any idle cycles represent precious cooling time. I've had problems with video cards overheating too. For anyone with an overclocked CPU, extra important. Also, it simply drives up your power bill to have your CPU pegged at 100% when it doesn't have to be. I wish software developers would quit the cute stuff or make it optional. It can matter. But I doubt they're listening! -SB
  10. This is just a nitpick, but: (Using A:M 11.1i) I noticed during rendering there is a small animation of a couple of aliens "boxing" during the rendering. Is there a way to disable that animation? -SB
  11. sb4

    Mode confusion

    Thanks all, that helps. -SB
  12. Wikipedia mentions that A:M Version 14 (2007) introduces Ambient Occlusion (AO) and Image-based Lighting (IBL). Can someone explain what those are? Regards, -SB
  13. What do you think you'd like to accomplish this time with A:M? -SB
  14. Tell us some more about how the new versions are a better experience / more fun. Also if it requires more computer power / resources. Regards, -SB
  15. sb4

    Mode confusion

    I'm still not clear on the use of "Model Mode" in a window such as Action or Choreography. What happens if I'm, say, half-way along a timeline in a Choreography window and I go into "Model Mode" and move some control points around to deform the mesh? -SB
  16. Thanks All! This is the kind of info that only experience can acquire; much appreciated. -SB
  17. Would you then use some bones to keep the doorknob in place if the door is movable? -SB
  18. Can someone answer some questions about A:M versions? 1. Which is the last version that employed a standalone CD that could be used as a key with any computer (i.e. portable)? 2. Which is the first version that uses the new XML file formats? 3. Which versions can convert the old file formats to the new XML file formats (i.e. read the old, write the new)? Thanks, -SB
  19. I was watching the "Flower Power" tutorial, and noted that the leaves were intentionally not connected via splines to the stem. Rather, they were just positioned adjacent and bones were used to constrain the movement so the leaves would position appropriately. When and when not should you attach various parts of a model to each other by splines? Is there a general principle to use? What are the advantages and disadvantes of attaching vs free floating? -SB
  20. Hey! I'm taking another crack too, although you're ahead of me. I started with A:M 2004 (Orangutan) and I'm sticking with the 11.1i Sorcerez upgrade for now. I've had many false starts over the years. So I'm a dinosaur, but I think the tools are far more than enough for me, since I'm going to dial back my ambitions and go for animation and storytelling rather than modeling (even if it means KeeKat, Knight, and Rabbit will be my leading actors! ). We'll see, life has a way of intervening... So I'll be interested in what you tackle and any progress you make. Regards, -SB
  21. sb4

    Mode confusion

    Everything is left-justified for me in Firefox, IE and Comodo Dragon on Windows 7. Interesting. My browser Help says its IE 8, although a lot of websites warn me I'm using IE7 for some reason. All your posts look centered to me. I have to use the left-justified tags to get it to look left justified. I just tried Firefox and they look left-justified, as you say. Good to know! Thanks. -SB
  22. sb4

    Mode confusion

    Thanks all - that helps get me oriented. I've noticed that occasionally while fooling around my "play range" button grays out, though I can still single step and scroll through the animation. Not sure what I'm hitting that does that or how to get it back. Once I right-clicked and selected Edit a couple of times and it ungrayed, but maybe concidence. -SB (boy it would be nice if these forum messages defaulted to left-justified...)
  23. I'm wondering: when you are editing around in an animation and tweaking key frames, is there a way to "reset" a keyframe to the state it was in when you visit it and before you move off it? I'm aware of undo, but with subtle changes it seems it would be hard to tell when you get to the exact point you started, and maybe you would overshoot and undo something else you didn't want to. I suppose you could save project at each keyframe and reload it if necessary; seems cumbersome though. -SB
  24. Hi - I'm just restarting learning A:M (V11.1i) after years of fallow, so I have some really basic platform/environment questions. I was just fooling around with Keekat in a choreography window. I started in Chor mode. (Standard Mode was selected the whole time.) In Chor mode, it seemed there is only one selection I can make, the entire Keekat object, so I found a handle and tilted Keekat so he fell like a tree in one second (using 3 key frames) and was horizontal. It played back fine using the "play range" button. I tried clicking the "Modeling Mode" mode button and then "play range". It also played back the same animation, albeit with a different looking wireframe. Now I continued in Chor mode to extend the animation. This time, I reversed the original action, tilting Keekat back to vertical in 3 key frames. But this time at each key frame I went into "Skeletal" mode and moved the tail some. I could not get to those "bone" controls in Chor mode. Ok. Back in Chor mode, pressing "play range", the animation played as expected -- Keycat fell over like a statue, then tilted back up to vertical with his tail showing some life. Now I simply switch the mode to "Modeling Mode" and "play range" again. This time, the animation played, but the tail movement was omitted. Same thing true for "Bones Mode". However, "Skeletal Mode" would play the animation the same as Chor mode. So I'm just wondering what this means; what is the concept behind these modes during playback of an animation? -SB
×
×
  • Create New...