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Hash, Inc. - Animation:Master

Eric800

*A:M User*
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Posts posted by Eric800

  1.  

     

     

    Rigid mechanical objects such as cars or furniture, that don't need to be rigged or edited can work well in A:M using the Objects>Import>Prop option.

     

    OK, I have a train model in obj format. However, it imports as one large object into A:M and I cannot select anything individually in order to add bones for such like making the wheels turn. Any ideas?

     

    Notice the part I've bold-faced. ;)

     

    As mentioned above, a good tactic for mechanical things is to separate the parts in the original program and import each as a separate prop model. Then in the chor you can constrain them together and animate the parts that need to animate.

     

    It IS possible also to import Polygonal models directly into an A:M model window but most polygonal models are poor candidates for conversion to splines. It's free to try, none-the-less.

     

    We may have to try this. We attempted a small mechanical model, a jeep downloaded from turbosquid, it took about 15 minutes, but imported well. Next we moved to something larger, a well detailed steam locomotive. The computer has been crunching on this for well over 15 hours now and is not done. We are using a temporary license for 3DMax to export the locomotive to an OBJ, however there are lots of settings to select and not sure which would be optimum for A:M. I am sure there is data that we don't need. There are also options when importing into A:M and not sure which settings would give us our model with the least amount of necessary data.

  2. I've noticed lately that my PC is pretty slow at importing and rendering. Its a dual core Pentium 2.2GHz with GeForce 9400GT graphics cards with a 32bit Vista OS load. It works, but I'd like to build a much faster rig. I'm proficient at building my own PCs, so I'd like some advice on which processor/memory/graphics combo would yield the highest performance for A:M. Thanks.

  3. OK, I have a train model in obj format. However, it imports as one large object into A:M and I cannot select anything individually in order to add bones for such like making the wheels turn. Any ideas?

     

    If you separate the parts of the train individually in your other program and then import those as Props you'll be able to texture and manipulate them separately.

    I would separate the parts even if trying to convert them into A:M Models.

     

    We thought about it. Its an idea to think about if we need too.

  4. Not an expert... it sounds like you may have imported it as a prop- uneditable. Did you import it into a choreography -or into a blank model...?

     

    -IF you importred it into a chor- it will be a prop, if you import into a model (make a fresh new model, RMB/import...) then it should come in as editable geometry. Might take some time on larger files, let it work.

     

    Your right, it works. thanks for the help.

  5. Not an expert... it sounds like you may have imported it as a prop- uneditable. Did you import it into a choreography -or into a blank model...?

     

    -IF you importred it into a chor- it will be a prop, if you import into a model (make a fresh new model, RMB/import...) then it should come in as editable geometry. Might take some time on larger files, let it work.

     

     

    I imported into choreography which explains my problem. I'm now trying to import it into a blank model and my computer has been chugging away at the import for more than 10 minutes. I suppose that's normal? If A:M is having trouble will it time out?

  6. What sort of model is it?

     

    A:M can import .OBJ and .3DS polygonal models but it doesn't import things like bones or morph targets that a rigged character model typically has. I know of no software converter that will do all of that.

     

    Most polygonal models are made of far more "faces" than a good A:M model needs and are unpleasant to work with in A:M. Models made of triangular faces are very poor candidates for import into A:M.

     

     

     

    Rigid mechanical objects such as cars or furniture, that don't need to be rigged or edited can work well in A:M using the Objects>Import>Prop option.

     

    OK, I have a train model in obj format. However, it imports as one large object into A:M and I cannot select anything individually in order to add bones for such like making the wheels turn. Any ideas?

  7. 2. I render one choreography that has the credits and the other that has the movie and when there both done, but how can I put those two rendered movies together (i like rendering them in avi.)?

     

    Use the non-linear editor I linked to before.

     

     

    thanks guys for your help, and thanks for the link robcat2075 I'll try to use non-linear editor to solve my problem.

     

     

     

     

     

    thank you

  8. ok here's my story..... I made a short movie, but when I was done I realized that I forgot the beginning credits so I tryed going to the negitive numbers on the time line and made the beginning credits there so my movie started at -00:49:00 to 01:50:00 (some were around there).

     

    Then I realized that AM dosn't render negitive numbers so I made a new choreography and made the beginning credits but the movie is still in the first choreography that I made

     

    so I have different ways of putting them togther

     

    1. I could put those choreographies together put when I do that I get this messege... TROUBLE OPENING DEVICE ERROR 289 but when its done loading there's nothing wrong with anything, however I get the choregraphies overlapped (two cameras, two light sources, etc.)

     

    OR

     

    2. I render one choreography that has the credits and the other that has the movie and when there both done, but how can I put those two rendered movies together (i like rendering them in avi.)?

     

    OR

     

    3. I go to the choreography that has the movie and move ALL those key frames (which I think thats the red square's on the time line) and then import the choreography that has the credits.

     

     

     

    PS. both choreographies start at 00:00:00

  9. Do you mean merge the two files or combine the renders from the two files?

     

     

    well, in my Project Workspace can I combine two of my Choreographies into one Choreography or do I render the choreographies seperate and then put them together using QuickTime or windows media player?

     

     

    sorry if im not answering your question.

  10. I believe you are looking for the Ensharpen codec but that's not usually for .AVI.

    As I understand it all of the exercises (and the codec) are for quicktime.

     

    The Windows version of the ensharpen codec is the last link here:

    http://www.techsmith.com/download/codecs.asp

     

     

    Rather than mess with the (possibly corrupted) AVI I'll suggest downloading the exercise from here:

    http://www.hash.com/2007web/vm.htm (Right Click on the exercise's link on the page and choose Save As)

     

     

    Note: You can download all four parts of the exercise in one 94MB zipfile here.

     

    well sorry but that was not the right codec either, but thanks for showing me the Zip file which is even better

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