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Hash, Inc. - Animation:Master

Cloister

*A:M User*
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Everything posted by Cloister

  1. OK Thanks Fuchur! be interesting to see if it works. C
  2. Hi guys, Do any of you have uu3d? I am near the end of my trial stage for A:M and I want to sub for another year but I need to know this is going to work for me before I spend the money, I would also need to buy UU3d, so could someone convert this file from .x to .fbx for me to see if I can import it into UE4? I haven't worked on this for a while so I have no idea if my bones are even right on this model but it does have bones so I wand to be able to see the skeleton in UE4 then I can go ahead with it all. hope someone can help. Thanks C Blokey3.zip
  3. Ahh!, I see, I have not really been taught to model though I did go through TAOAM a number of years ago. thanks for explaining that
  4. Wow, it took me 15 minutes to right the patches using shift P and F I spent 2 hours last night and still didn't finish. Thank you! Now to remove the internal splines....
  5. OK I am going to see if I can remove all internal splines once I have the normals sorted, thanks again!
  6. OMG you guys kick ass, I knew if I had a problem here is where I would need to come to solve it, I have to wait till I'm home tonight but it'll be a lot quicker than it was I spent a couple of hours last night selecting individual control points around the patched and then flipping the normals... Thank you all!
  7. HA!, you are a diamond. I flipped a few normals and the patches are appearing now, although I have to go through every patch facing the wrong way and flip then which is painstaking - unless you know of a better way? Thanks Robcat!
  8. OK, So I want to export a model from A:M and import to Unreal Engine 4. However I have just tried exporting as an OBJ file and importing the model into UE4 and the mesh that is displayed in unreal has lots of holes in it. I am a big noob when it comes to this sort of thing so does anyone have any ideas on what I'm doing wrong here? two pics are attached. Thanks C
  9. A:M tried to smooth over the jaggies in bitmaps and that's probably what it is trying to do to those single pixels. Take it into a paint program and stretch it without any interpolation blurring (Photoshop calls the "nearest pixel) to something maybe 8 ro 16 times bigger and swap that into your project. You won't need to reapply it just change the link in the Images folder. Thank you very much - I decided to do this based on your first answer and stretched it to 256 x 256 and it now displays fine - thing is I quite liked the blurring effect, I might try varying sizes to see what I get but at least I can now add the blocks together! Thanks Cloister
  10. So you applied one image to all the blocks, thats an interesting idea. My blocks placement is exact because I am snapping to Grid. Thanks MrC
  11. The original texture is 16 x 16 pixels, would I need to make this bigger? Thanks MrC
  12. Hello, I want to do a minecraft animation and I have started by creating a load of grass blocks, when I render them I get lines between the blocks and the textures just don't line up. I'll show you a before and after render and you can see what I mean - any suggestions would be useful. Thanks in advance. Cloister
  13. Now THAT was a fantastic explanation. I really do appreciate all they effort you have gone to with me on this, I have to say this is some of the best tech support I have ever recieved. Thank you Rodney, I could learn a lot from you - maybe I'll see if I can post a few things I'm working on. Luckily my character is quite a simple one, but I'm working on getting him walking at the moment.
  14. YAY! Thats sorted it thank you very much, now I can carry on with my work One question though? What is the point of Onion Skin? What does it do? Thanks Tony
  15. Thanks For the swift reply, I have been looking in the options and I do seem to remember Onion skin being turned on - well I'll take a look tonight and see if that sorts it. Fingers crossed. Tony Ps. 10 out of 10 times, heh
  16. Ah excellent Thank you for that, I hoped it would work that way. and thank you for your swift response! Tony
  17. Hello, I don't know where to post this so sorry it's here, I cant seem to be able to access the support forum. I want to reinstall my operating system so that means I will need to reinstall Animation:Master, Anyone know how I would do this because I used my subscription key when installing ti the first time - can I unregister my copy of A:M on my pc and reinstall it once I have rebuilt it? Thanks Tony
  18. Right, I'll try and explain my problem here as best I can. It started a while ago after I did the "Door is stuck" animation. I completed the exercise and I went back to it to re render it and when I played it in the editor each keyframe stays there while it carries on and it seems to kind of create a copy of the same model at each keyframe. So I end up with my model at the end of the small animation being a mess of what looks like lots of models all in one. Then I was working on something yesterday and the keyframes slowly started deleting themselves when the animation bit finished. it will output to an animation file ok, there is noting like this on the actual output of a rendered file. Also yesterday while I was creating a walk cycle for my character as soon as I moved onto the next time frame for it and started to move my model it was as if I had two models one stuck in the initial keyframe bit and the one I was positioning into the new position for the keyframe. I just can't work like this... Have I inadvertently switched something on here? I hope you guys can help.
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