sprockets The Snowman is coming! Realistic head model by Dan Skelton Vintage character and mo-cap animation by Joe Williamsen Character animation exercise by Steve Shelton an Animated Puppet Parody by Mark R. Largent Sprite Explosion Effect with PRJ included from johnL3D New Radiosity render of 2004 animation with PRJ. Will Sutton's TAR knocks some heads!
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Hash, Inc. - Animation:Master

pixelplucker

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Everything posted by pixelplucker

  1. I noticed that the image is warped a bit, some reason I can't fix it at all without AM crashing on me. Odd part is the warp isn't on an edge either and cp's seem fine. Customer changed the crystal they are actually going to use after all that fussin.... figures. Heres the model, textures and chor if anyone wants to fiddle with it. crystal_cube.zip
  2. Small etched crystal award, was faster to model it than to retouch a photo of a real one.. Of course mine looks better
  3. Looks good If you make a better black plastic material toss it over to me. Was never a big fan of my plastics.
  4. For some reason I couldn't see them in 3d until my eyes adjusted off the gray one first. Not bad though for converting images.
  5. Only thing I can see differences between the 2 is the AM model has 2 bones and the FM has 1 and the frames per second. I believe by default AM generates 1 model bone no matter what. This is used to manipulate the model in the Choreography. Assigning another bone might be redundant and might be the cause of the problem. Both files mesh's look fine, normals are fine and neither had uv's assigned. Try exporting the AM model out without adding additional bones? Not sure if the FPS would make a difference on the import unless your trying to load it as a sequence.
  6. I would think it would be possible if AM doesn't rename the initial cp's when patches are subdivided. In many programs that do subdivision surfaces, the uv sets are based on the control shape and not the sub divided surface. Anyone make an LSCM plug yet? huh?
  7. Like an exaggerated zoom? Background zooms quicker than the foreground?
  8. Your best bet is the boolean option in AM with bones.
  9. Coplaner faces could cause that. I have had a similar issue a while back and it turned out I had hit "E" in the model window by mistake and I use 0 offset many times. moving a cp should reveal another cp in the same spot if this is the case.
  10. Ahh Max... Aias and 3d studio are arch enemies at one time and Max has never had a good obj importer/exporter. Those flippin normals used to drive me crazy when bringing files into Max from obj's Will is right the UV's are in the obj file, only the texture and surface info is in the mtl file. You can use various programs to re-assign the texture to the obj. I use unwrap3d here, you may want to snag a copy of that since it works very well with Max and has plug-in for Max. www.unwrap3d.com It has some other nice features including converting triangles to quads, uv packing, lscm etc etc.
  11. Shouldn't be a gap, that might be a bug with the importer. Might mean the UV region is a hair too big, you can fix that by adjusting the stamp.
  12. Been a while since I been here, anyways if you make a new model and import the obj in there it should show with decals provided textures have been assigned. Attached is a quicky sample you can use. It's just a sphere with a spheric map of a checker pattern. If the obj is coming in blank then it is most likely that the texture map isn't assigned to it or the texture map isn't in the right directory. Open the .mtl file in a text editor and you can see where the textures are if they are there at all. It should be possible to point to any texture by simply typing the texture name and location in the mtl file. test_uvobj.zip
  13. Saving my $$$ at this point since I have some stuff I need to invest in for my business. I did find Voodoo but it doesn't support AM directly. I makes .cam files but those aren't compatible and was wondering if it is possible to convert a text file into something AM can use? Other exports it has is for Maya, Max, Lightwave, XSI and Blender but Blenders latest version is broken.
  14. That is a really nice set, background looks good too
  15. Objects in the scene that receive the camera roto remain static. The AM camera position focal length and rotation move across the scene matching the objects to the roto. This allows me to animate against real footage and be able to have shadows, reflections etc interact with the footage as well as allows me to move the character from behind an object and have it run on top. Wondering if there is any camera tracking software that can interpret from real footage and translate the AM camera.. any free stuff out there? Be cool if AM Track could do this.
  16. It's working as it should, just named different. So Camera roto is the same as Camera Projection map. Tricky part now is matching up my camera angles to am's camera. Used a home hd camera so there is no real way of knowing what the zoom was etc. Subtle movements shouldn't be too bad since I can tween and tween and tween. I do have to work in wire frame to see the roto and the models but this actually works out pretty well and I'm able to tweak the models for shape. Much easier than the last time I did this where I had an external modeler and would have to toss renders back to the modeler. Thanks for all your help.
  17. Think I found it on the objects surface properties, enable flat shaded and front projection to "on". Little easier than another app I had used where you had to assign objects via a list. Think I'm on a roll! Thanks All!
  18. I have some footage that I wanted to project onto some objects to add depth, capture shadows etc of a model I wanted to bring into the scene. Typical usage of camera projection mapping. Using a light gel is a nice effect but seems too lossy and the aspect ration is wrong. Camera roto seems to be the same as camera projection, just named different? How do you set up an include or exclude for that so I can bring the model into the scene and have it not catch the roto?
  19. Some reason I had trouble getting the roto to apply but it applied ok from the list and not within the scene. Just one last snag. Because I have some camera motion and need to track it to the scene I need to render to see the gel or I can't see what I'm working on to tweak object shapes and align AM's camera to the scene. Any work arounds on that one?
  20. I have a test prj that I am doing this on with a Klieg light and the ground and test objects are 128, 128, 128. I'll check the intensity of the other lights.
  21. Was looking that up, having trouble with gels working, probably my fault. Right clicked on the shortcut to my klieg light, added rotoscope and nothing shows. Changing light type also doesn't seem to work. Still using 15j and had problems with decals on the ground and ended up making a new model for ground. Added objects also don't show the gel.
  22. Is it possible to make an ignore list or inclusive list for a particular light on particular objects? If not then I would have to render one scene with the light gel then render another with the other objects and post them together. My other option is to down sample my hd capture to standard vga in order to get the whole scene decal-ed.
  23. I noticed a couple big set backs using decals for camera projection mapping besides the spastic positioning of the decal which is easy enough to use the numeric inputs... Low angled patches don't receive decals. Decals only apply to what is visible in the scene so your limited to just what is initially in the scene. Is there another way to do this besides decals?
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