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About cfree68f

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  1. cfree68f

    In limbo

    I model and animate with both AM and Maya.. tried Max.. hated it.. won't touch it with a ten foot pole now. AM is without a doubt the easiest when it comes to making and animating your characters. If you want for examples feel free to IM or email me for some. C
  2. Chris, First off congratulations! I don't have to tell you that its the best thing ever having kids Thanks so much for releasing the code. I'm sure I'll get lots of use out of it. Question. Do you know if the .dts files exported from amx .dts work with Torque Game engine advanced? I know that there where some differences in the .dif files supported, but not sure if the .dts had any. I'll try it out later and let you know how it goes. Thanks again, Colin
  3. Hey Greg, I assume you know about the resource on the Tourque site that allows you to use the Wii remote with PC games? Its based on an open source initiative that escapes my memory right now. If you cant find the resource, let me know and I'll look for a link. C
  4. first off.. 2nd life does not use nurbs. They say that a nurbs program can be used to create scuply objects. I use this currently. The reason nurbs are a good fit for scuply objects is because spherical nurbs use the exact same Mapping that scuplies and most 2nd life objects use. So theres no need to mess around with mapping on the object once you create it. Sculpies in 2nd life more resemble Displacement maps than Geometry. Except they displace in 3 dimensions instead of displacing based on Normals. Its weird stuff but the gist is that the Red displaces points in 1 direction the Green another and the blue another. The effect is a 3d object created from an image spherically wrapped around a point. So.. What you would need to do to create scuplies in AM is the following. A way to create an image based on a spherical projection around the object. Sorta/kinda similar to the flattening you do to uv map heads/ or perhaps more similar to the neat trick Dusan Kastelic figured out when trying to come up with that nifty spherical facial mapping trick. What you would have to do after you got this mapping thing done is be able to determine a point on the surface of the objects location around its center and map the x, y, and z of that point to the red,green, and blue channels of the image map you are creating. That would give you a sculpy map. You might even be able to trick this with a little lighting mojo. ie.. figure out how to get the camera to see your object as a sphere (how the hell this might be accomplished I do not know) then light the object from 3 directions with Red, Green and Blue lights. Combine these images in an image editing app and you would get a sculpy map. Hope that helps. For the record. Sculpy's in 2nd life have a limited resolution. You wont get the smoothness you might have in AM but you will get an approximation. To create really complex objects like a human body you'd have to create parts made from several to many sculpy objects. Still much less prims than you'd normally use but not near as efficient as AM ;-) Oh and polygons for sculpys really isnt a great mix. For one you have to get the UV map normalized, which is a pain in the butt and almost always has issues. And after you get that done you don't end up with anything as nice as you might get from nurbs or splines. Not sure why, maybe it has to do with distortions caused by the UV mapping or something else. There used to be a nifty exporter from AM that could export Renderman files. The great thing about that was that you could then convert those RIBs to Nurbs patches fairly easily. That would be a better option for export from AM since the resulting objects would be easy to map and export smoother from whichever Nurbs tool you where using. C
  5. Not sure about the dev box.. but I know you'll at least need an emulator to test it out. I'm not sure where you'd go to find out how Wii dev works. But they mentioned that you'd need to license the Wii dev tools from Nintendo. So I'm assuming that means another pack of tools to do the dev. C
  6. yep saw that. I've been joined at the hip to Torque advanced for months now.. and I must say.. I like it One of the reasons we went with advanced is for the Xbox 360 export, but since thats rediculously prohibitive do to Microsoft's politics and policies.. the Wii is looking better. Since the Wii is more fun than any other console, I'm in Nirvanna now. I love it when a plan comes together. C
  7. Have a great trip to China! Hope you have an excellent time and congratulations! :)

  8. 1. Looking for 3d developers with games experience. Preference given to people with Torque experience. Extra Preference given to people with experience in Multiple applications. a. Modeller/Rigger/Animator/Lighting/Texturing all required. b. The work will be for a MMOG that is currently in development by IBM for release early next year, with possible further releases to Xbox at a later date. c. Positions to be filled within the next month and to continue for the next year and possibly beyond. d. Contact me.. Colin Freeman at... Freemanw[at]us[Dot]ibm[Dot]com The work will be on a contract basis and you will have to work through an approved IBM subcontractor. email me with links to previous work, and a resume. Don't! email your salary requirements to me. That will be between you and the Subcontractor. Ability to work at IBM in Atlanta, Georgia or potentially Somers NewYork is a plus but not required.
  9. Happy Birthday!!! :o)

  10. cfree68f

    Need ideas

    If your goal is to introduce them to AM then what you have is a good start, though pretty ambitious for 10 hours. If your goal is to teach them Animation, then you might cut to the chase by skipping the modelling and using premade models and characters from the cds or modelling a flour sack or something and teaching them Disney style. Just some thoughts. Good luck with the class.
  11. I think you can purchase a dongle, not sure if thats still the case. Contact Hash and they'll let you know.
  12. AcccK.. NOOOOOOO! I'm just about to start work on an MMOG with Torque and I was hoping to use Your exporters for it, and your expertise ;-) sigh. Well good luck with your future ventures and I hope that you don't have any issues finding homes for the code. If you do find it hard to find homes for the code, can you let us know. We have a games group in IBM that works with Torque and we might be able to find a spot and further support for the code with them if know one else can support it. Thanks for all the hard work and effort!
  13. Not really. If you look at the left frontmost leg you'll see there isn't a shadow. If you sharpen the shadows by decreasing the width of your light you'll see those other leg shadows start to disappear if they aren't in the light. Because your shadows are so soft you are getting bleeding where the back legs actually appear to be in some light. Try making the light with very small and see what you get, unless of course you want really soft shadows in which case there is no work around that I know of.
  14. this is an incorrect statement. What you need is transparency. If you want to make the light bounce and hit other parts of the room other than parts that are inline with the hole/window then you will want to use Radiosity, but it isn't required to get light to pass through a hole or a transparent part.
  15. Thats a good first ear Tot. Jeff is right. I hardly model faces from scratch unless they are very different from ones I have already. That 40 minute face was painful to start with since I was a little out of practice with "from scratch modelling" But like a bike it came back. Feel free to disect it as you wish. If you see the alien on my avatar. He's actually the cooper model I did but tweaked for about 15 minutes using the distortion cage tool. Keep up the good work. Oh and take any criticism with a grain of salt. Everyone started out learning to model and some people still can't model a good ear ;-)
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