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

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*A:M User*
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    El Miguel

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  1. Turning off Multi-Pass gave me the finished render I was looking for without any major change in file size and no big additions in render time. Thanks for all the help!
  2. Is there some kind of anti-alias setting or something to reduce the pixelated look of my finished renders in Quicktime? I didn't seem to have any issue with my previous 3D program's renders which meant it must have been a default in the other program. I've messed with the A:M render settings, but haven't found an answer. My outputs are set at 720x486 1 pass (4 pass didn't fix the problem). Any suggestions?
  3. Thanks for all the feedback! I'll give it a whirl when I have a chance.
  4. The idea is a thick rubber band with both ends tightly clamped so that when a ball strikes the rubber band, the body of the rubber band fluctuates the most at the center and less as it gets closer to the clamped edges. Here's the technical run down, I need to make a tube with 5 ringlets made up of vertices(I don't remember what they're called in A:M) be struck by another rigid body that causes the center ring(#3) to spring/bounce at say 100%, the rings directly above and below(#'s 2 & 4) to spring/bounce at 50%, and finally the top and bottom rings (#'s 1 & 5) not to move at all with a spring/bounce of 0%. How do I go about this? [Apologies in advance for lack of proper technical terminology]
  5. Solution found from previous post on this subject: "Are the bones in your flower actually named "right____" and "left ____"? Mirroring bones requires that and that the spine bones be absolutely centered." Thanks robcat2075
  6. What did you turn it off to (Key Bone?) before you turned it back on? I'm still having issues.
  7. I managed to get A:M installed on my non-net cpu with a temporary net connection and it's working fine back in no net mode. 1) Where/How do I get the tutorials to work? I drag them into the scene, but after that I don't notice any instructions on how to get from point A to point B. Is this something I need internet access for? One downside is that I can't get the help/support function to work without Inet access. 2) Does anyone know where to go to download or the steady URL address to access the help files & Tutorials?
  8. It sounds like you've all answered my question about the internet connection which is whether or not I need to have a CONSTANT connection for the software to work. I have some other programs that require a constant net link, and I was considering the remote chance that the same scenario applied for A:M, especially since it's so cheap compared to larger far more expensive 3D suites. I'm going to install it on my non net cpu and briefly hookup the web to complete the installation. Thanks for the answers, and I'll definitely send my questions here to the forum as my first resort in the future.
  9. Is A:M customer service difficult to get a hold of? I sent a product info request Friday to their sales email address, and then Sunday to their orders email address after purchasing the 1 year subscription version, I still haven't received a response from either. My latest question, a partial repeat of #4 above, is about if there's any way to install the 1 year subscription on a non internet active computer. Possibly installing it on my non-net CPU, and using a laptop with net access to send/receive any addition login keys, etc. that would be produced/verified during the setup process.
  10. I'm in luck, Illustrator 8.0 is exactly the version I have on my laptop. I took that as a sign to buy the 1 year subscription (along with all the other features I looked up). Thanks for all your feedback
  11. I'm planning on trasnferring from M@y@ 8.5 to A:M and I had a few questions about what to expect: 1) Can I bring in .OBJ's of some of my models in A:M? 2) I'm looking into A:M because I'm more into NURBS than POLY's. A:M is different from both, but I understand it's more like NURBS. Can someone elaborate on this? 3) Can I import vector lines in .ai format and use them as the base for patch modeling? 4) How much file size does A:M take up? Because I'm starting out with the 1 year subscription, I have to use a cpu with internet, which only allows for my laptop. And I'm hoping it's slimmer and less demanding on the cpu resources so that it doesn't freeze up to often. Gratzi in advance
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