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Hash, Inc. - Animation:Master

Kombowz

*A:M User*
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Posts posted by Kombowz

  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.  

     

    *if* you could rig like Mixamo in A:M I assume you wouldn't have much need for Mixamo

     

    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. Here's a case that I've built a few times. Once for myself and a few other times for clients:

    http://www.canadacomputers.com/product_inf...;item_id=032358

     

    It's a great case for many reasons:

    Cable Management +++

    Cooling +++

    Overall Option ++

     

    Only has 1 USB 3.0 in the front, which is driven from the rear panel (Only thing I don't like about this case)

     

    Honestly, it's probably one of the best cases I've worked with and I've built a lot of them (I'm a Computer Systems Technician)...

  7. 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.

  8. 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.

  9. 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.

    post-1010-1372201363_thumb.jpg

  10. 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.

  11. 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!

  12. 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.

  13. Actually, I just made a deal today and got a free early 2010 macbook (not working when I got it) although I did have to pay $20 for the OS and install a HDD as the HDD was trashed and I didn't get the OS discs with it.

     

    I figured since A:M was on mac as well, I would check to see if there were any tools or plugins etc. I've been missing out on that is for the mac that I wouldn't have been able to use before.

     

    Thank you again for all your help.

  14. To my understanding there was an extras DVD that was a compilation of the community files (that is the content on the website mentioned above) which was FREE - the problem is now I can't locate the zip or iso file (can't remember now what package method was used) that was on the FTP previously.

     

    The $30 one on the other hand had other things on it that was developed by hash inc themselves? I can't see them charging for a DVD of content that was made by the community. In which I'm interested in what it has on it as there's no information or pictures to indicate what you get for your $30.

     

    Right now, I'd like to just get that community DVD back as all the guys and gals on the forum provided great stuff in terms of working with splines. This is most important to me as I'm still to this day trying to work with splines and would like to reference how others have modeled things. I just don't wish to spend a week downloading each individual zip file for each model etc that was available on it as it was quite large.

     

    Thank you for any help that you guys and gals can provide.

  15. Anyone know where to get the iso image or the zip file of this old but classic content?

     

    I remember downloading it once upon a time but for the life of me can't find it anywhere (more than likely got killed when my 320GB HDD went kaput...)

     

    Would be great to have it back again. If you know where I can get it or perhaps someone that has it can re-share it, that would be great

     

    Rodney had a posting on renderosity with a link here announcing the free content:

    ftp://hash.com/amtutes/X_Vol001/index.html

    but it's asking for me to login?

     

    Also, does anyone know what is on the $30 extras DVD? I'm kind of tempted to pick that up to...

  16. Fuchur - That's great to hear. we should talk some more, I've checked out the videos and the look useful for sure. I'm not sure what MDD file format is however. The OBJ file format are okay for non-animated objects and I need to be able to export the animation bones skins weight etc.

     

    Robcat - yeah A:M can't make games, but it can definitly assist in making them.

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