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Hash, Inc. - Animation:Master

nemyax

*A:M User*
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Posts posted by nemyax

  1. Hooks are good for detail reduction and flow management, but they aren't strictly required for making an animatable character. If you use Blender to model for A:M, then create a nice mesh as you normally would (using box or extrusion modelling techniques), keep the valency of your poles under six, and finally use the remesher that comes with the exporter. The model should be good to go, even without hooks.

  2. Update 0.1.20150715

    The handling of bad geometry has been improved. You can now get wild with your topology. (Well, somewhat wilder than before, anyway.)

    The addon now exports only the active object (in Blender parlance, that's the object that was selected last). Previously it wrote all visible objects, but A:M seems to load only the first object in the MDL file and ignore the rest. If there is a need for multi-model export, I can add a batch export command. But so far everyone's been OK with single-object export.

    Incidentally, this makes me wonder: does anyone besides me have any practical interest in the tool? My long-term goal is to enable the use of A:M for animating Blender assets and import of the resulting animation back into Blender. I'd like to implement it through conversion of A:M actions (realistically, only the directly-keyed transforms in them) to Blender actions. I'm going to pursue that direction, but is anyone else on board or am I alone in this?

  3. Update 0.1.20150713

    Well-formed geometry should be exported correctly now, both with and without tails.

    I'm still getting trouble with export of bizarre topologies, such as wire edges. This little bastard has consistently caused bad things to happen (infinite loop in Blender with Add tails turned on and invalid geometry in A:M with Add tails turned off):

    9d6097098e8f2e1cc1a76aeecf48c123.png

     

    If you remove the wires, everything is in order.

    So until I work out what exactly is happening in such cases, please keep your meshes tidy =)

    In other news, I've got a new subscription thanks to the awesomeness of this community, so the show goes on. Next up: bones and skin weights (no schedule for that yet, though).

  4. Regarding hooks: it's entirely possible to mark the edges in Blender that you want to "carry" hooks. For example, a sequence of "Freestyle" edges could be interpreted as a single spline that hooks connect to. The tricky part, besides implementing the conversion, is to tell valid topologies from invalid ones. Otherwise, the exporter would generate naive geometry that A:M won't accept, whereas anything goes in Blender.

  5. Unfortunate there is no export of the UV coordinates (Stamps in AM).

    No UV export where? OBJ?

     

     

    a 5pointer with hooks on all sides comes to mind.

    But if that is doable? Neymax would have to answer this.

    There's no support for hooks in this exporter. And a 5-pointer with hooks everywhere doesn't seem like an advisable configuration in A:M.

     

    With A:M's approach to platt projection I wonder if multiple UVs couldn't be assigned to the same location

    A:M's multiple stamps per patch are for all intents and purposes multiple UV layouts. Blender supports those, so there's a reasonably direct mapping. However, Malo and I didn't dig that deep.

  6. If the whiskers/danglers/tails are a problem, I can add an option to automatically remove them. But you'll have to do the testing, folks, because my subscription has expired.

     

    I didn't use Blender for anything except as the conduit to convert the OBJ file via Nemyax's plugin. I don't want folks to think I can actually find my way around Blender.

    You sound like you're ashamed of something.

  7. it would be a nice addition to have a rock-solid and option-riddled FBX export for animation in particular (I'd even be happy with a good, industry-standard-based BVH export)

    An alternative would be a standalone application that converts A:M files to those formats. But that's also problematic, because the source formats can change without notice.

  8. My gut feel is that if A:M Users focused more on what A:M uniquely brings to the table we'd see features appear that would be hard to match in any other application.

    3DAce is interesting in that respect. Without being a spline modeller, it provides all the basic splining techniques of A:M (except hooks and five-pointers):

    • Cage drawing (similar to the add point tool)
    • Generating triangles and quads (unlike A:M, it's only semi-automatic)
    • Fusing points by right-clicking during a drag
    • Connecting edges one by one (as in the add point tool's split-me-slowly mode)
    • Running a new loop through an edge ring (a plugin in A:M)
    • Cutting through edges (again, a plugin)
    • Removing a loop

    And it also offers good interactive symmetry and edge/face selection, both of which would also fit in with A:M's toolset.

  9. I have seen some pretty amazing modeling come out of AM...but I've also heard the people say stuff like "I've been working on this for a few hours every day for the last couple of months". That is terrifying! I can see the same level of detail and quality in "polygon based" modelers and I hear stuff like "Something I did over the weekend seeing as the wife and kids were visiting grandparents". So...MONTHS, vs. a couple of days. 'Nuff said, really.

    I've had exactly the same experience. It happens with every decent-looking WIP in A:M.

     

     

    I have seen some really creative modeling tools (usually Japanese-made)

    Which Japanese tools do you mean? I've played with hamaPatch and 3DAce. Both are neat, if basic. There's also Metasequoia, which is rather bland. Are there any others?

  10. it would be nice to load cad files directly and support sat, iges, 3dm

    Maybe they still don't because of the risk of different spline function implementations introducing discrepancies. Whereas with triangles there's only one way you can interpret the data. But maybe not—just thinking out loud.

  11. I don't see what a SDS preview would help. Could you explain why you'd like that?

    In the absence of easy interchange, it wouldn't help much indeed. But if A:M were to be used as the animation part of a pipeline (and this topic shows there really is a need for that), it would be the right thing to have.

  12. There is a polygon preview, but no subdivision surface preview. That would be a handy addition.
    HamaPatch can display any of the three: patches, polygons and subdivision surfaces.
    Default patch mode:
    d26fad903032ef74730acadc2bcc01c7.png

    Polygons:
    2fa4085d758acf3cd818eeb2b183248a.png

    Patches as polygons:
    948061486b5996404e6508ed7d332d5e.png

    SDS as polygons:
    b52529e31769fdd60ca5995a5e4c94d0.png

    Smooth SDS:
    2f074b73b60489d56f39a0c0499b70fa.png

    Of course, HamaPatch had it a bit easier, because it didn't have hooks. But hook support doesn't look like a showstopper.

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