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Hash, Inc. - Animation:Master

nemyax

*A:M User*
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Posts posted by nemyax

  1. If by 'Get rid of detail' you mean 'dispense with unnecessary data'

    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.

     

    it may never produce the results I expect

     

    What results do you expect?

  2. 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.

  3.  

     

    Martin's pehpas

    Where can I find them?

     

     

     

    Is html a transmittable format?

    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 code in that plain text or binary formats?

    What about it?

  4. I really miss the logic and workflow of A:M.

    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.

  5. tops on the list... SUB DIVISION SURFACES (basically, a way to turn your polygons into Hash Patches...!)

    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.

  6. Why is it that folks like A:M's workflow so much? (often wishing they had A:M's workflows and ease of use in their daily work-a-day solutions)

    Could it have anything to do with the technology (and the vision) behind the tools?

    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.

  7. the ones of most interest to me personally are the same ones that practically everyone needs to use (regardless of their personal interests). Examples include:

     

    - Project and Asset Management

    - Storytelling Tools

    - Video Editing

    Project and asset management

    The design choices for asset management weren't made in favour of files in Blender. The scene database is in a single file, but you can freely transfer and reference stuff across your .blend projects. And yes, they are searchable from within Blender.

    Video editing

    There's a built-in video editor. Funnily, Blender happens to be one of the best video editors (if not the best) available in open source. Admittedly, that doesn't say much for open source video editing. But you can get by in Blender.

    Storytelling tools

    Well, you can always put together a storyboard video using the video editor mentioned above. There's also the built-in text editor and painter.

  8. Imagine for instance, compiling a Blender branch that strips away all unnecessary Blender code and tailors what is remaining for direct use with A:M...

    That's a bit radical =) What would you like to see in a branch like that?

    Shape animation is indeed an interesting domain. With this update, you can probably do pose-to-pose (quite literally) shape transitions without much hassle. The shapes are still static though.

    I just wish Grease Pencil had the option of using Bezier in addition to polylines.

  9. Hot on the heels of the Blender 2.76 release, here is Update 0.4.20151003.

    • The patch twist bug should be fixed now.
    • Group CPs by material option: if enabled, the exporter creates CP groups named after assigned materials (requested by Fuchur). These groups override any vertex groups with the same names, so make sure your vertex groups and materials have different names.
    • Export shape keys option: if enabled, the exporter creates a spline action file for each shape key that is different from the base mesh. These .act files can be useful, for example, if you want to transfer spline shapes to your smartskins. Due to this feature, the minimum required Blender version is 2.76, because prior versions have a bug that prevents correct export. Please update your Blender: http://www.blender.org/download/.

    I have no further plans for this addon. I consider it feature-complete. If there are requests for new features, I'll see if I can add them. If anything comes of the A:M to Blender action transfer effort, it will be a separate addon.

  10. In gaming people say they can notice the difference between 50 and 60 fps for instance... i doubt that myself, but it really is like fighthing wind mills to tell them, that their eyes can not see that because they are physically too slow for that

    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.

  11. I think I remember reading about being able to import an OBJ model, then create patches directly over the polygons. What you are left with is an animateable patch model and you can delete the OBJ model. Am I correct on this?

    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.

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