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Hash, Inc. - Animation:Master

Heiner

*A:M User*
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Posts posted by Heiner

  1. Thanks for the support.

    One question: My models tend to be quite dense.

    What is the best way to even out surfaces?

    In the polyworld thats a easy task, in AM its

    one challenge.

    So far I am aware of the porcelain material method.

    Any other ideas?

    BTW: Where might I get the porcelain material from?

    Cheers

  2. I am a little confused about how to use images in the forum.

    When I start a new thread, then there is the uploader and I can add a attachment.

    When I reply to a topic, even in a thread I started myself, I can not add atachments any more.

    How can I add images in this case?

     

    Regards

    Heiner

  3. Its going to be a 3D version of a German comic character: Die kleine Gruftschlampe.

    I am in touch with the creator Tikwa and doing a full 3d version of that character.

    I am not able to post a full picture of the character yet, but just google it. So far I did

    the cloth. Rendering is done in two steps: One regular render and one toon lines

    only render which gets layered onto the standard render.

    Cheers

    Heiner

    Grufti_Klamotte.jpg

    Backside_Detail.jpg

  4. Slow simmer approach, never heard that before, hahaha.

    I dont think that they do not put in more features because they consider so deeply what fits the mix of tools.

    I think its rather that the foundry (to which mischief belongs) put an hold to all developement for the reason,

    to keep everything open for the new owner and then develop in order to please the new owner, or rather

    to fit better to their plans.

    How ever can also be that you are right. But in softwarebusiness, new features means a way to attract customers.

    A slow simmer approach as you put it, is not the stuff what the marketing department wants to make the app sell well ...

    Regards

    Heiner

  5. Hi there,

    you make your model in AM and animate it. Then you can export the animation as MDD and import that into Blender.

    It does not matter if you start your model as a OBJ which you import in AM and work in AM or if you do the modeling entirely in AM.

    The MDD is the entire animated character. If you want the character to interact with something, then you import OBJ models as props

    into AM and use them in a Action to position your character acordingly. Is the animation finished, delete the prop and export MDD.

    I Blender import MDD and object to interact. Position camera and render.

    You can not do any adjustments to your character other than on vertex level: No bones and such things in the MDD

    Cheers

    Heiner

  6. Made a bit of money recently and spent it on Animation:Master and on Mischief.

    AM was a great buy, Mischief not really. To doodle a bit and rough out ideas its ok,

    but to do more ... not really. Here I always fall back to Krita (open source, free, awesome),

    Project Dogwaffle (cool and not expensive but with the layer mixing, its lacking

    one important mode) and finaly Twisted Brush (awesome brush engine).

    All in all, Krita gives you all you need for texture painting for free ...

    Regards

    Heiner

  7. Hi there,

    after having another look on the description of the Flatten command, I thought to myself,

    that this could solve much of my UV problems.

    Then I tried again, and like the 150 times before, it did not give me the results I expected.

    With lots of shifting, tilting, rotating I was finaly able to get a decent result with a open cylinder,

    but it was so far away from beeing a workflow one wants to utilise :-(

    Has soeone a decent tutorial on this, maybe even a video tutorial?

    Then, the manual says that flatten uses a invisible cylinder pointing along the Z axis in order to

    flatten the model. Maybe if that invisible cylinder would be made visible, the process would not

    be so abstract and more predictable for the user ... just a thought.

    Cheers

    Heiner

  8. Look again, there is no import of X files to blender! Because it is in Blender in the import--export section does not mean, that there is a importer too!

    But you can get your animation in Blender via the MDD file format. That works quite niceley, at least it did, when I made some small tests with one of my

    characters.

    BTW: The laurels for finding that workflow goes to the Soulcage guys. Thanks for sharing guys, much apprechiated!

    Regards,

    Heiner

  9. Hi there,

    currently I am sort of very active, because after long time working with another app returning to AM feels realy rejuvenating!

    Regarding my problem:

    Is there any rule how many smartskins can be on one bone?

    I am asking because i managed to put two on one bone, but currently

    it seems as if AM lets me only use one and no more.

    Cheers

    Heiner

  10. Hi there, by accident, I changed the display of bones in a mode, where they get displayed as sticks only.

    Up to now I was not aware that this is possible ...

    Where and how can I reverse that so they get displayed in their usual elongated diamond shape again?

    Regards,

    Heiner

  11. No old mail acount access. Old computer broke down. Formated HD with all on it. Lic zip file corrupted. Everything happend at once, eh?

    But at least you had to pay your subscription, and by that you should have at least some sort of proof that you purchased AM.

     

    Besides, working for another 3D software manufacturer, which is considerably larger than Hash, I can assure you that the support

    hash provides is good.

     

    Cheers

    Heiner

  12. After the post of Prolific with the Thom in Rhino, there is another thing I wanted to point out:

    If whats in the end of Prolifics export/Import to rhino is in fact NURBS then there is another

    big market where AM could score big time: Hard Surface Modelling! At the moment the NURBS

    world is over exited about tools like T-Splines and Clayoo, which are basicly box modelling tools

    with the ability to generate an real NURBS model. Nothing really new here but, the reason why

    the customers rave so much about these programms (or rather plugins) is that the NURBs

    world is looking for an easy and intuitive way to model.

    I am doing a lot of NURBs modelling theses days and more than once i thought "Oh how nice

    would it be to be able to do that in AM".

    Like I said, if its really a convert of AM Splines to NURBS whats happening there, then AM

    would not only be a great enhancement for the world of polygons, but also for the world of

    NURBS too!

    Regards

    Heiner

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