Jump to content
Hash, Inc. Forums

Kombowz

*A:M User*
  • Posts

    54
  • Joined

  • Last visited

Profile Information

  • Name
    Kombowz Entertainment

Previous Fields

  • Hardware Platform
    Windows

Kombowz's Achievements

Apprentice

Apprentice (3/10)

1

Reputation

  1. I will try the FBX converter anyway to see if it makes the model better/worse What will the FBX converter do? convert the FBX to OBJ to be imported to A:M? I will have to test it out when I have time, but a brief use for it would be helpful. I appreciate your help with all this, thank you.
  2. Well, I'm using Mixamo Fuse to create models, then it exports as an OBJ. I don't mind putting bones in the character all that much, it's just getting it to move nicely in-between those bones. The OBJ created seems to look just fine. I don't think I will need an FBX converter as it won't help me with the FBX that is produced with the Mixamo Auto-Rigger I will try experimenting with the bone fall-off and CP weighting properties to see if this will help me any. It's really a shame that something so innovative such as spline based modeling never got the recognition that it deserves... Have you ever tried modeling with polygons? What a nightmare...
  3. That would be nice and more than likely easier for the Dev of A:M to accomplish for example I have a OBJ that imports fine, but has no bones... Auto assign points works well if the bones are positioned well, but takes FULL control over each cp so no CP is shared by any two bones. IF there were some sort of parameter that you can set the strength of CP sharing amongst bones for CP inbetween them, that would be perfect! Like a sphere that's an inch around. the center of that sphere would be more shared then the outer part of the sphere. and you can make the sphere as big or small as you like per joint. maybe before selected auto assign? I believe this is exactly how the mixamo auto-rig works based on looking at the rig setup and parameters in Cinema 4D Can this be implemented into A:M perhaps?
  4. I've done some BVH work with A:M before like this: MOCAP in A:M Would be nice to have the rigging done with Mixamo or something like it. Rigging makes me a little suicidal, LOL. Maybe what I should have asked is this then... Is there a way to get a BONED FBX into A:M with it's weights etc done already. I kind of need this to happen as an indie developer because I don't have the man hours to put into it with everything else that needs to be done... As far as I know there's no import option to bring in Bones and Weights into A:M. This is the biggest problem I'm faced with. BVH import into A:M was very easy for me, it's the rigging before that that's killing me.
  5. I was wondering if there will ever be an FBX importer that can import the mesh and bones of an FBX file. I currently use a program called Fuse combined with Mixamo Rigged character models that export into FBX and would love to animate them using A:M. I love A:M, but there's been no progress on any plugins for it in forever... I can understand if it's never going to happen, I just need to know so I can use something else that can handle more modern file formats. The only reason why I'm asking is because I would rather not use something else... I love A:M...
  6. Okay, so it appears for some reason or another, TSM does NOT work for me on version 17 but it did work in 16. I'm not sure what has changed, but if I select TSM Builder and click Okay it crashes in 17 can someone please verify this for me so I can ensure it's not something else causing this? I am using 32Bit with a fresh windows install, so I'm not sure what could be causing this... Thank You Everyone
  7. Hi Everyone, I was just wondering if the setup machine is no longer compatible with Animation Master as it seems to crash whenever I try using it with A:M 17. I haven't encountered any issue with it when I was using an old version like 11 but I can't even get the rigger to load without it crashing anymore... Maybe there's something I have to do to make it compatible in 17? I don't mind boning everything by hand, but this was a neat tool before when I tried using it to rig a model quickly... Thank you everyone
  8. Wow, what a great video - good job Robert, and much appreciated. I will experiment with various methods and see what I can come up with. I wish there were more videos like this one on different things. Like this video with step by step on how to make that barrel and how to apply the displacement, bump, and color maps etc. Thank you for all your help, you're right that video was a great start and very inspirational.
  9. Thanks Rodney, The funny thing is, I thought that lathing would be the best option but in every case they don't match up properly. I tried the select patches and rotate method you suggested and that worked. Now the problem with that is if I have a texture that isn't so obvious and having to do it this way. Like say I'm using a jean texture for pants, or a cotton shirt texture. This method would prove quite difficult esspecially if there are a bunch of patches that need to be rotated. Any other tricks you know of that I could try? I wish there was a "don't rotate texture when applying" option or something like that. I appreciate your help.
  10. Thank you Rodney, I will give it a try when I get home and let you know how it goes
  11. Hi Everyone, I seem to have run into a problem with texturing a seamless texture onto a model. I've made a seamless texture that I would like to apply to a model. I understand by selecting all patches and dropping the image on it will put the image on each patch. This is great, but it looks like it changes the direction on some of the patches... making the model look like it has lines on it because it breaks that seamless texture due to direction. I was wondering if there was a way I can apply my texture and have it stitch it without rotating the seamless texture. basically it's a base seamless texture I'm using for a pair of jeans for example that I will then paint with 3d painter the details on it afterwards. Please see attachment for what I mean Thank you everyone for your guidance.
  12. Thank you Robcat, The video demonstration was very informative and very helpful all at the same time. Much appreciated as always
  13. Very true and much appreciated. How do you know what size decal to use to get a nice render? Do you also have to flatten out the model as shown in other tutorials I've seen? In those videos you have to "un-stitch" the model at the back, flatten out the model using a pose and then decal it. I'd love for you to make a simple video demo if possible on how you do your work. This would help me tremendously in developing a smooth workflow. Thank you for everything.
  14. Wow, great work robcat. Don't get me wrong, I use 3d painter. I just don't use it often as I'm unable to due to it being tied to my desktop computer My idea now is to get a powerful enough laptop that I can put the license on there so I can use it wherever I am. Unfortunately I've been buying so many things for game development lately that funds are a little thin atm, LOL The other program is okay, but prefer 3d painter. Nothing is better than staying in the native file format vs converting and doing the pray thing. Thanks for your reply. Again, great model and texturing work!
  15. To my understanding, the X (DirectX) file format was the best attempt at getting A:M to play nice with other programs, but this is just for exporting. I suppose there are no formats that are able to bring animations or actions back into animation master. I may have to use the OBJ importer option and jump back and forth between software packages to get things done. So basically my workflow will be and so far has been: Model Character in Animation Master Export to OBJ Import into texturing program (Yes I know about 3D Painter, I own it. But It's tied to a single computer so I can't use it most of the time which makes it somewhat a waste of money for me. It is a great tool though). Texture said model in texturing program Export OBJ from Texturing program Import OBJ back into Animation Master Bone it Animate It Export It Via X format Import it in a 3d party program such as unwrap3d or god knows what (Thanks to Fuchur I believe for the import / export tutorials) Pray that the animations etc work in other packages after the conversion I haven't played with many animation exports etc yet, but the few simple ones I tried seemed to work OK with minor tweaking needing done to the bones to line up after conversion. If you have a better way of doing things, by all means let me know. I'm all ears (well in this case eyes) LOL. Thank you for your replies.
×
×
  • Create New...