kazagruma
*A:M User*-
Posts
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Joined
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Last visited
Profile Information
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Name
Junya Ogihara
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Location
Japan
Previous Fields
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A:M version
v18
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Hardware Platform
Windows
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System Description
Windows10 64Bit / Note PC HDD 500GB / Memory 4GB Radeon HD 8670M 2GB
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Short Term Goals
Construction of new basic modeling. Acquisition of constraints and creation of bone rigging.
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Mid Term Goals
Movie production and game production. Import of A:M model to Unity 3D or Spine 2D motion.
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Self Assessment: Animation Skill
Advanced
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Self Assessment: Modeling Skill
Advanced
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Self Assessment: Rigging Skill
Knowledgeable
Recent Profile Visitors
639 profile views
kazagruma's Achievements
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Reputation
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Thanks Rodney. By looking at Tips and prj files of Rodney and robcat 2075, I found out the mechanism of dynamics constraints. It is thanks to you.
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Hello johnl3d. The twinkling star is beautiful. I tried to open your prj file, but I got an error message. A message appears when it is a version 19 file. Where can I get version 19?
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I tested the dynamics constraints. The physical simulation of "A: M" was easy to use and evolved.
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The body's bone setting was 70%. I paint the line drawing with color using AI "PaintsChainer" of Japan painting color automatically. http://paintschainer.preferred.tech/index.html And using "Filter Forge" to do manga processing.
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Thank you Shelton. This topic will teach my research results and setting method. It is currently under trial and error, so I will tell you when technology is established. There was a mistake in the rendering setting. It was necessary to turn on toon setting and to turn off all the settings in it. I noticed that the result was different from preview rendering. "A: M" outputs very beautiful lines.
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I modeled a woman 's face. Eyebrows, eyes and mouth are not integrated with the head. The image is not processed. It keeps outputting as "A: M". The shadow of the hair has some errors. It is likely to be high quality with a little adjustment.
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It is important to place the spline along the human muscle. It becomes an ideal shape by muscle consciousness.
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The spline of this model is very small. The smaller one is closer to hand-drawn animation. It is ideal to reduce complicated shapes as much as possible. Because it is necessary to move the CP directly depending on the scene.
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I had a leaflet of "Playmation" at a company enrolled at that time. "A: M" was a user from version 4. really nostalgic.
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It is a female element body "Izanami" (Japanese Eve) for games that I am modeling with 'A: M' recently. Line size is 0.8, 25% of the surface color setting. Shading is done with gradient + specular adjustment. I have not set the bones etc in the initial stage yet. It is characterized by the minimum spline production. I think that this can be done only for 'A: M' which can edit CP inclination.
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Recently, I am researching ways to process 2-dimensional animation, line drawing animation, illustration of manga and game, commercialize material outputted from Animation Master. Little by little, I think I will announce the results. I want users who can approve actively participate. Let's make "A: M" exciting. At least I want to make this tool known to the world. It is a wonderful animation tool. Thank you.
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Thank you everyone.This forum is warm like home. I found a sample file of Robert. I could easily understand the structure of surface constraints. Thank you. It was very helpful. Knowledge seems to be buried in the forum. I will head for excavation. I will join this forum as well. I will report my achievement. Thank you in the future.
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Hello. Nice to meet you. I am Japanese animation master user.Previously I was working with a handle named Juno. I worked at a Japanese animation and game company.The animation master was version 4 to 10 users.I recently came back to the animation master platform after a long absence.I became independent. And recently I started making works from scratch.I do not have enough knowledge of constraints. Please tell me about "Dynamic Constraints", "Surface", "Bone To Spring". Thank you.