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Hash, Inc. - Animation:Master

Cloister

*A:M User*
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Posts posted by Cloister

  1. 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

  2. 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!

  3. 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!

  4. 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

     

    post-12205-0-55379200-1464807914_thumb.jpg

    post-12205-0-91105700-1464807920_thumb.jpg

  5. The original texture is 16 x 16 pixels, would I need to make this bigger?

     

    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

  6. 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.

  7. It sounds like you've got 'Onion Skin' turned on.

     

    Go into Tools/Options and turn off onion skin. In v15 it has its own dialog/panel (see attached). This may not be your issue but by the description I'd say 10 out of 10 times it is.

     

    You can also use the Shortcut keys [sHIFT + 5].

    Its possible you hit those keys by mistake?

     

    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 :)

  8. Tony,

    My memory may be faulty here but...

     

    I believe if you are installing A:M on the same system you just install and use the activation code you already have. According to websubscription FAQ here the websubscription is tied to the specific machine.

     

    If you have any problems contact Hash Inc, have them deactivate the old code and issue you a new one.

     

    Ah excellent Thank you for that, I hoped it would work that way. and thank you for your swift response!

     

    Tony

  9. 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

  10. 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.

  11. yeah,

     

    Sorry about that, A:M will use quicktime as long as you have it installed - which I don't. I had a look when rendering it and it wasn't an option - perhaps for next time I will install it.

     

    My preferred output is DIVX though - when I actually make something final I will be rendering it in DIVX - unless you guys see any problems with that...

     

    I really am enjoying this - I started the Giraffe last night, so I'll be sure to render that in Quicktime for you guys

  12. Comicon = large convention of sweaty, be-costumed comic book and fantasy fans in San Diego.

     

     

    I think your animation hit most of the main points for that exercise.

     

    Maybe the oddest thing is that when he yanks on the knob his hands don't stay on the knob. How to solve that? Well, don't make a pose that causes his hands to leave the knob. ;)

     

    But that's a mostly successful outing. Onward and upward!

     

    Heh, thanks - I was trying to accentuate as much as I could the effort put in so the fact that his hands left the door was deliberate, I put it down to it being a cartoon universe with different laws of physics!

     

    5 seconds is not a lot of time, so I tried to make the most of it :)

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