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Hash, Inc. - Animation:Master

Ganthofer

*A:M User*
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Everything posted by Ganthofer

  1. Going on the assumption that you are in fact not a troll, there are a few in consistencies in your story. Not making any judgements here, just looking for clarification. If the call to HASH was long before the Web subscription, then the upgrade would have only cost $99 (plus shipping). This was A:M's renewal price for a very long time , until the recent change to the Web subscription. To get this price, all that was needed was the serial number. You stated that they verified that you were a customer, Yes? If you have spent any time in the Forum, you would have seen the occasional question about the CD and needing it to start the program. And most of these posts also contained sage advise to take care with your CD. So the information that you shouldn't lose your CD (and also by the way you shouldn't destroy your CD either) is nothing new. As for Microsoft selling old versions of software for $10, please provide a link. By the way, Microsoft is a slightly larger company than HASH (not necessarily better though Regards Glenn
  2. Can't tell you one way or the other, but I think you will need to provide a little more information. - you have a video game skin image or you are making one? What format is it? - you made a video game model in A:M or you have a video game model, from what game engine or what game engine are you wanting to use it in. - what model file format is the model in? There are probably more questions, but lets start there.
  3. Using your original project file (from the first post at the top), I rendered the first 5 seconds at the camera defaults you had in the chor. Resolution HDTV - 720p Indeo video 5.10 codec (quite old codec 1998) Quality 85 key frame every 15 frames (DivX would have been a better choice, but couldn't get it to work for me at the moment) results time 1:11:13 size 1,839 kb Bitrate 3002 kbps The size of the file could be reduced by increasing the setting for Key frames and/or setting a lower Bitrate. These should be adjusted, along with the resolution to match the the intended display medium (streaming web, DVD, TV broadcast....) rendering to TGA (or some loseless image format) is really the best. you can then make AVI or MOV with AM triyng diferent codecs and settings, and not have to re-render the frames. sivusta.zip
  4. Did you render with the Chor camera settings, Option>Render Settings or manual render settings at render time? From your description, you were rendering to AVI (not to JPG or TGA...),What codec did you select for the AVI and what were the settings?
  5. Just rendered a frame (0:00:00) and it took 1 minute and 26 seconds. I relinked all the images and materials (couldn't find Glace.mat so I substituted glass.mat). How long does it take to render one frame? If the first frame renders fine (10 secs to 1min 30 sec) I would render to TGA (not avi) and see if there is a frame that it gets stuck on.
  6. On the last question, V13t was the last update for the Yeti CD. You can find it from HASH here: http://www.hash.com/ftp/pub/updates/window...2006/AM2006.EXE
  7. I understand the problem. I can duplicate it. The Streak emmiter doesn't have to be part of the model for this to occur though. (using V14c) First I would file a bug report with A:M Report. Second I would seperate the Streak emitter from the model and render just the Streak emitter(with alpha). then render the model (the stage in this case) In your example it will work just fine when composited. But if the streaks are in front of the background (stage) and there is nothing to be composited between the streaks and the stage, then why render with alpha on, as this would be your background plate. This of course may not work for what you are trying to achieve.
  8. Is this similar to what you are looking for? This is all done in A:M. Render as Lines. One model, 2 bones, 1 action (for the wave), Boat action done in Chor and copy/pasted the repeating sequence. wave02.mov waves02.prj
  9. You need to scale the bone(s) in the Modeling window. If you scale it in the Chor or Action window it will affect your model size/shape
  10. OK, this is what I would do, assuming I understand what you are trying to accomplish. -From Left to right (or right to left) connect the matching CP's (6 sets of CP's excluding the top and bottom CP's) -Next select each of the added spline segments (one at a time) and press Y on the key board (this will add a CP in the middle of the Segment) -Now connect the top CP with a Spline thru each of the new CP's and finish by connecting it to the Bottom CP. You can then either Peak the newly added Segments or adjust the Bias t get the desired look. If this is not making sense, let me know and I'll try and make an example for you. Glenn
  11. OK, to start with, I usually try and simplify what i'm working on so there are not too many variables, so, I would recommend the following to try and find the source of the issue: 1- Turn OFF "Show Decals" (red square with white star or ctrl-D on a PC to toggle) 2- Turn ON "Show backfacing Poly's" 3- Turn ON "Show Normals" (shift 1 - next to the Show Decals button) 4- Set modeling window to display Shaded Wireframe Do you have any Surface properties defined for the Model or any named groups of patches ( e.g. Transparency)? Any materials applied to the model and/or named groups of patches? If not, after seting the 4 above, in the Modeling window, you should see Yellow spike coming out from each patch and all patches should be visiable (default color is white, but could be different if you set the Diffuse). What does it look like? ( a birds eye view might be more helpful for this issue)
  12. getting between 16 and 21 (16+ on the front side and up 21 on the backside) Linux (Mepis 7.?) FireFox 2.0.0.8 Intel P4 3 GHz. 2 gb ram
  13. The splines on the left should not be there at all. The splines should end at the center line (the Y-axis). All your CP's should be either from 0 and positive in the X direction or 0 and negative in the X direction. Also, make sure that the CP's on the Center line are really on the center line and not just close. You can end up with very strange results otherwise.
  14. For future reference, it would be helpful if you include what Platform and OS you are running. Windows or Mac for starters and possibly the actual flavor. You can include this in your profile, then we will know when answering, what information is useful to you. On a PC, the key is usually in the top row to the right of the Function keys. Sometimes "Print Screen" or "Prnt Scrn" or "Print". On a laptop it can be almost anywhere, but I have found, it is usually on the right side of the keyboard somewhere. For the Mac -->Mac print screen info
  15. In the PWS (ProjectWorkSpace) under Objects, find you Light. Expand it by clicking on the triagle and you should see someyhing similar to the attached picture. To the right of "Type" you can select one of the three choices. Glenn
  16. As was mentioned, there are some potential problems with the layout of the splines. I've marked the most noticable ones. Here is a link to and old, but very, very good tutorial on splinemanship. http://www.alienlogo.com/tincan/
  17. First a few questions: -what version A:M are you working in? -Does the AVI play on your windows media player or what ever you use for viewing AVI's? -When you bring the AVI into your project (as an image sequence/animation) does it show up in the PWS under Images? -If it shows up under Images in the PWS, what happens when you double click it (usually it should open in a player window)? -If you've gotten this far and everything is still showing up, how and what are you applying the AVI to and where are you trying to view it (e.g. Model, Action or Chor window)? here is a recent discussion of a similar nature (about MOV files) that may be help full trying http://www.hash.com/forums/index.php?showt...image++sequence
  18. I f you go into the PWS same as I described in #2 into the model, into the File Info, it's the first Item (right above the Filename) , simply click the OFF to ON and it's embedded when you save the Project. You can also then Click the ON to OFF and it will give you a File Dialog to choose where to save the Model File. This is usually what I do when I use a model from the CD/DVD and want to have it locally to modify and not copy the whole DVD. However, this does not embed or move the decals and maps. Consolidate might do this, I haven't really tried. Glenn
  19. Answer to question 5 - 1- if you hold the mouse pointer over the thumbnail in the Library, you should see a help text popup that shows the location/filename and the Library file it is in. 2- if you have a model or a model in a Project, expand the "Objects" in the PWS, click on the little triangle between the icon and the model name, click on the little triangle in front of "File Info", and the path and file name is the second entry down (unless you have "Embedded" the Model - in which case there is no separate model file as it is now part of the Project file). Glenn
  20. 2 suggestions: 1- make a spline of the side profile of an egg and lathe it. or 2- start with a sphere and deform it using the distortion cage (or maybe it's called the distortion box?)
  21. I'm guessing it would be in the Turbulence folder. Compare 14 and 15 turbulence folders I only have a FractalSum.trb in my folder and in 14 when creating a material I only have a choice of Fractal Sum Turbulence. Have you mabe added in a turbulance in 14 from someone else?
  22. Are you using SimCloth? And if so, what are your settings? I have not done the Waving the flag lesson in many years, it used to be based on the spring system. Is that what you are using?
  23. I usually start with a material from the CD library (or the Extra CD/DVD) and modify it to my needs. What version AM are you running. There are also DarkTree materials which are very good.
  24. Here is a test and the project file (vc14c) to look at. Put your front and your side decals on the objects "front" and "side" . I tried using one object with patches at 90 degrees, but couldn't get the constraint to work. This version has 2 object Front and Side (rotated by 90). I added a bone (not attached to any CP's in the model) for each model. Dropped the models into a chor and constraned the 2 bones (one in each model) to aim at the Camera. then added an expression (in the chor) to the surface property Transparency for each of the 2 models. This is on the Front Modle If(Abs(..|..|Bones|Bone1.Transform.Rotate.Y)<45,0,If(Abs(..|..|Bones|Bone1.Transform.Rotate.Y)>135,0,100)) This is on the Side model If(Abs(..|..|Bones|Bone1.Transform.Rotate.Y)<45,100,If(Abs(..|..|Bones|Bone1.Transform.Rotate.Y)>135,100,0)) If you have questions, I'll try and answer them. Glenn -New test and Prj with png ghost images GhostTest01.zip ghosttrans.mov
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