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Hash, Inc. - Animation:Master

cfree68f

*A:M User*
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Posts posted by cfree68f

  1. you know.. if you did have the flowers with one image and half with a similar image but different alignment. It might make that doubling go away. right now.. all being the same flower same orientation is making it very repetitive. If you can't get a different flower angle.. try just flipping the one you have and using it in a different emitter with a different seed value. That'll change the placement.

     

    C

  2. So I did a few tests on the files and I can see that you are using the bitmap class to display the render (similar to what we do when we do paintable textures for the coke project. How much does the frame rate suffer when you draw a bigger bitmap? say twice the size of the one you are drawing? and how many polygons is that Gorilla?

     

    I really like the extra shader functionality though.. thats a big plus! Keep it up and you'll have a strong competitor to papervision :)

     

     

    C

  3. It almost looks like a depth of field blur or something. The only thing that gives it away is that odd doubling of the flowers as they go back in depth. Maybe you could adjust the angle or rotation or some. Try turning camera facing down just a smidge, not sure what that would do for animation though ;-)

     

    Looks awesome! I'm heading to all the parks out west and it reminds me of some of the pics I've seen around yellowstone :) I'll tell you how real it really seems after I've been :P

     

    Great Job!

     

    C

  4. Hi,

     

    Its looking great. I'm averaging about 40fps (40-50 before you added the specs)

     

    Have you looked into using Papervision 3d? It could give you the ability to do more texture related stuff and might be comparable in speed.

     

    Its what we used to do 3d conversions for a project for coke that will launch soon.

     

    Its looking awesome. As far as 3d exporters, not sure how much interest or use you'll get. I'd query about the usage of Webhammer, to get a better idea of how much such a tool will get used.

     

    C

  5. 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

  6. My God Nancy. thats Awesome!

     

    I need to work out a contract where you texture everything I model. Does that work for you? doesn't pay well, in fact not at all, but it works for me ;-)

     

    Awesome job.

     

    C

  7. Wow, how did you know I was planning on needing the dts export in the next couple weeks?

     

    Thanks for your great work and contributions and best of luck with playing dad :)

     

    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

  8. Hey Dhar,

     

    Instead of having the thumb pointing down. Try pointing it back so that she's resting the hand on her hip as if she's holding a can. That should look more natural and hide the bad part of the model. Shouldn't change the pose effect either.

     

    C

  9. 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

  10. 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

  11. yeah, and its not just textures.. although they are worth their weight in gold. Check out the tutorials, 2 of which should be taught in CG 101. Especially you Matt.. The one on Normal maps is incredible.

     

    C

  12. 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

  13. Actually.. having done some exhaustive research on 3d realtime engines over the last year.. I'd recommend going with Torque or better yet.. Torque advanced to make the game. The advantage being that making the outside world... (OZ) would be very easy in this engine, but would need to be modelled for HAmr and would be very dense (thus eating up performance).

     

    If there where a .dts exporter for AM making the game for it would be relatively easy compared to most engines do to the number of mods and content packs available for torque. Even without the .dts export.. its a pretty clean pipeline to get to torque.

     

    The advantages of Torque would be...

    • Rediculously easy terrain creation and texturing
    • Free to start developing since all the dev tools come with the demo
    • Low cost to license
    • Xbox 360 and Wii export! (assuming you want to climb those mountains)
    • Other possible publishing pipes through Garage Games site.
    • I believe there are several experienced Torque developers in the AM community.
    • Garage Games isn in Oregon driving distance from Hash ;-)

    If doing it in a game engine is prohibitive and you want to do it online.. I'd recomend trying something in 2nd life. The downside would be that importing AM models would be impossible with the current 2nd life engine, but if a "Sculpy" exporter where made for AM then using AM models as the source for Prims would be possible. The advantages of creating something in 2nd life would be in no order...

    • A very large online audience
    • Easy collaboration for building the "Game"
    • A more free for all approach
    • No initial costs to create the game other than time.

    The downsides (or the obvious ones) would be...

     

    P

    • rim based building is a pain in the butt
    • The cost of land to host the game and the ongoing cost of land in terms of Maitenance.
    • Creating a limited or controlled user experience would be very tricky. Most likely you'd create a more RPG type experience with classes such as Tin People, Winky People, Loons, etc etc

    The possibilities are endless obviously, but picking the right direction from square one is vital if you want to end up with anything at all. Changing course mid stream with a game is the kiss of death.

  14. 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

  15. Yeah, a nice illustration (lost worlds) would be great (lost worlds). I could see him landing on some unknown planet (lost worlds) or even in the amazon (lost worlds) or Peru (lost worlds). This guy could be stumbling across some ancient (lost worlds) civilization(lost worlds) or even a battle(lost worlds).

     

    You might even use him in a contest or something ;-) That could be cool to.

  16. I'll be getting ready for a long trip to China :( to adopt my new son Charlie :) So I'll miss the festivities... AGAIN! But maybe next year. Make sure you post lots of pics. We are setting up a blog for our trip.. I'll post a link later.

     

    Have lots of fun guys and girls.

     

    C

  17. (Sorry Colin, no Lost World entry yet)

     

    No sweat Lee.. as you can tell, from my seriously late post to this thread and the fact that I'm not burning a new record to start my own lost world thread.. I'm pretty busy to. Besides.. You look like you are having wayyyyy to much fun on this stuff as it is.

     

    Its all looking awesome. You seem to have become a modelling machine.

     

    C

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