sprockets The Snowman is coming! Realistic head model by Dan Skelton Vintage character and mo-cap animation by Joe Williamsen Character animation exercise by Steve Shelton an Animated Puppet Parody by Mark R. Largent Sprite Explosion Effect with PRJ included from johnL3D New Radiosity render of 2004 animation with PRJ. Will Sutton's TAR knocks some heads!
sprockets
Recent Posts | Unread Content
Jump to content
Hash, Inc. - Animation:Master

nemyax

*A:M User*
  • Posts

    373
  • Joined

  • Last visited

  • Days Won

    4

Everything posted by nemyax

  1. The issue is probably due to the use of quaternions in the constraint algorithm. A quaternion does not express a rotation beyond 180 degrees. At 100%, you get the expected behaviour, but at lower values you start to see snapping when the target bone's rotation exceeds 180 degrees. However, that's a fact of life with quaternions, and it must be very difficult to avoid with all the slerping going on. What's worse is that inconsistencies appear at partial enforcement, like your constrained bone snapping way too early. This looks like a bug.
  2. When you invert-invert, you don't necessarily end up with your original selection. Since CPs are fused at spline intersections, you may have selected only one of the fused CPs at a given intersection (if you click-selected rather than box-selected), but A:M might need the other one for a valid 5-pointer. When you invert for the first time, you deselect whatever you had selected at the intersection. When you invert again, you select everything at the intersection. Therefore, the selection becomes valid.
  3. Yes, probably. At least that's the kind of data that the paper means—the kind that should stay implicit and can be generated, for example, by OpenSubdiv on the receiving end. But large amounts of data may also represent quality artist-crafted detail. If glTF knows how to move it fast, then more power to it. What results do you expect?
  4. Rodney Obviously you mean the paper Distributing 3D Character Animation on the Internet. It's really just an overview of what an A:M project is and an ad for Arctic Pigs. Indeed, it mentions compression (zip) and proposes a way to save traffic. Namely, it says, "Get rid of detail, use splines". However, it fails to provide a solution for cases where you do need the detail. There's also no mention of streaming capabilities, which are crucial to the glTF guys.
  5. Where can I find them? Any format is transmittable in the sense that you can transmit it over a network. Plain works well for hypertext, because it is a kind of text. In 1993 it probably seemed like the answer to everything. What about it?
  6. What do you mean? It's actually the opposite of a viable transmission format. For one thing, it's all plain text. It's also full of specifics that only A:M can interpret.
  7. I've finally reported this old version 18 issue: http://www.hash.com/reports/view.php?id=6631 Posting here just to bring some additional attention to it.
  8. LenseOnLife You can also try Blender (which imports both .dae and .stl) with the MDL exporter.
  9. Yes, Blender's outliner would be tremendously useful if it was anything like A:M's project workspace. Regarding object instancing, however, I can't see what the problem is. Instancing is all about linking data to objects. If you're making an instance of something in the same file, do a Duplicate Linked. If the source data is in an external file, do a File | Link. A:M does pretty much the same thing under the bonnet. robcat2075 Sheep's head or no sheep's head, A:M doesn't offer much in the way of sculpting, UV editing or overlay sketching, for example. So there are very tempting morsels to consider.
  10. With the Ostrich's back to the viewer, it looks like she's about to strafe those animals, presumably after all the mockery she's had to endure from them as she failed to take off again and again. She's finally getting her sweet revenge! That's actually quite a story right there.
  11. Either straighten it in an action or unwrap it in Blender.
  12. They are not much like Hash patches, and they were developed in the 80's. But hey, Hash Inc. invented computer graphics, didn't it.
  13. The bias is a vector, so direction is the correct word. An angle is what's between vectors.
  14. They like it because it's got the PWS =) There isn't much "technology" to the PWS, but the concept, or vision, is very neat.
  15. Frame rates below your monitor's refresh rate really are noticeable (and I have a dirt cheap video card). That's why game developers shoot for a stable 60 FPS.
  16. You can now export patch models directly from Blender, complete with bones, CP groups, weights and UV maps (and soon, spline actions): https://www.hash.com/forums/index.php?showtopic=46932 You'll find it particularly useful if your polygon software happens to be Blender, but using Blender only for conversion is also a viable approach.
  17. Will this be a V18 update or the next major release?
  18. In Russian it's nasekomoye, based on a root (sek/sech) that means notching/slicing/cutting ("a sliced-up thing"). It must be a loan translation from Latin.
  19. robcat2075 You, sir, know how to put up a show! Congratulations to the winners.
  20. This could be intended for scribbling quick annotations on renders, á la in Maya's fcheck.
  21. Well, maybe it's just architecture + MAC address.
×
×
  • Create New...