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Hash, Inc. - Animation:Master

Heiner

*A:M User*
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Posts posted by Heiner

  1. I ordered my subscription and downloaded the current version. I installed that and started it.

    Received a message box which was asking for my activation code. I copied and pasted that code

    and received an error message. The message was:

     

    Bad return data from webserver (no status) (-134)

    No such file or directory (errno: 2)

     

    Thats pretty much it. It never asked for a host ID or something.

     

    The attachment thing is weird as well, I am sure that I uploaded an attachment. Anyway,

    it was just a screendump pic of the error message.

    I just hope that it is nothing serious ... Doh

    Regards

    Heiner

  2. Hidyho,

    back from my holidays, and let the fun start right away:

    Made a modell and used the App link trough a Chor, and it works nice. Then I go back to AM

    using the "return Model" command.

    So far all works nice, exept that the returned model has changes in the geometry: 5Point patches get

    broken apart and hooks end up triangulated.

    Aside from that, it is working nice so far.

    Regards

    Heiner

  3. Hi there,

    I am in hollidays and working on my "holliday" PC.

    Installation worked well and when I call upthe plugin for a model

    in a choreography, i get the 3D Coat dialog, but 3D Coat does not get invoked.

     

    @Fuchur: I do not think that the sculpting will work with AM. AFAIK

    the 3D Coat voxel sculpting is really voxels, so the modell gets turned into

    such, density depending on the presets in the project. To get back into

    the polygon world, the Voxel model gets reinterpreted, meaning

    its undergoing a retopology, and then there is nothing left of

    the initial models topology.

    Not 100% sure with this info, those who have more insight in this

    may correct me ...

    Regards

    Heiner

  4. Right now I am working quite a lot with snap to surface, because i am recreating one of my

    bigger polygon modells. I found some minor problems :

     

    Snap also reacts to hidden geometry. That should not happen.

    Snap has a tendency to snap to geometry on the other side of the

    model. The bluprint modell as well as to the spline geometry.

    In case of the blueprint it should be not so hard to fix that by

    checking the orientation of the surrounding normals. In case of the

    spline geometry i dont know ...

     

    Maybe it is posssible to look in these issues (at least its issues to me).

    Regards

    Heiner

  5. Hi there,

    I am currentlz remoddeling a very complex polygon model using the snap to surface function.

    My idea was it, to cut my polygon modell into pieces, save them as individual models, import

    them into my modelling chor, and then switch model by model visibe or invisible as i need it.

    But, as far as I know AM does not know steady pivot points, and every model i Import has a

    different pivot, which makes it very anoying to asssemble my parts. Any Idea how i can maintain

    the pivot points of the importet polygon modells?

    cheers

    Heiner

  6. @ Gerald:

    Getting UVs out of AM was never a issue ... also modeling was and is ok in AM.

    In my opinion its the UVing which is the issue which needs to be adressed.

    Anyway, i put some high hopes in that pipeline, maybe it will make a little sculpting

    acessible as well.

    Cheers

    Heiner

  7. Too bad,

    sitting there, seeing the possibilities, and then ... can not do a thing.

    But after all, I watched the movie again, and noticed, that the reimported

    model has a changed topology.

    So the model is really exported, broken down to Polygons, and then reimported.

    Great thing so far, but the usual problems remain: How do I turn my model again

    into splines, without messing up the UVs ...

    Regards

    Heiner

  8. Having 3D-Coat sitting on my HD, thats a awesome news.

    3D-Coats automatic UVing features will make life with AM so much more easy.

    So thats the good news ... the bad news: Has somebody figured out what extensions to

    install to make it work?

    So far I am not getting it up and running ...

    Regards

    Heiner

  9. Hi Mack,

    unfortunately its not as easy as that. I tried that before and then after you mentioned again, but what I get is a downloades copy of the whole website, but without the videos ... :-(

    If you would put them on youtube, it would be esy to get them down, and you would save on traffic, just an suggestion.

    Regards

    Heiner

  10. Great Work!

    I really liked the Setup Machine concept of setting up only a simple basic bone setup to make the rig work.

    This seems really to pick up that idea.

    One question: Is there a way to download the videos? I am sitting in the Philippines right now, and i had

    faster connections back in 2000 with my modem ...

    Thanks

    Heiner

  11. Unfortunateley it is not all that easy.

    Like I said, the data needs to be parsed and changed from one formating into another.

    After I looked deeper into the matter and compared .obj and AM, I found another showstopper.

    The notation in .obj is simply:

     

    vt 0.000000 1.000000
    vt 0.249267 1.000000
    vt 0.249267 0.000000
    vt 0.000000 0.000000
    # 4 texture coordinates
    This is a simple square with 4 cps. In AM it gets more complex (used the same shape as above):
    0 1 2 8 7 0.00459129 0.00479008 0 0.334797 0.00479008 0 0.665002 0.00479008 0 0.995208 0.00479008 0 0.995208 0.334793 0 0.995208 0.664796 0 0.995208 0.994799 0 0.665002 0.994799 0 0.334797 0.994799 0 0.00459129 0.994799 0 0.00459129 0.664796 0 0.00459129 0.334793 0
    Thats the notation vor a stamp in AM. 12 pairs of numbers. The bigger complexity is certainly due to the nature of the splines.
    So, and thats is also the point where I have to leave the matter because it gets too complex for my little artist brain ...
  12. Hello there,

    when a decal in AM is done, it gets saved in the AM model or project file in a special decale section. I did not analyze this entirely, but the info here must be the nr of the patch, the cps involved, the positition of the cps in the xy space, and that should be it.

    This equals basicly UV coordinates as they are stored in an .Obj file.

    Now it comes: If it would be possible, to parse the UV information of an .Obj file into the file format and the order as it is represented in an AM model file, it should be possible, to get the UV information out of an .Obj file and integrate it into the AM file by putting it at the correct position in the file. As far as I know, the cps get unique ids in AM and when exported, they keep these. So they stay untouched in the .OBJ, and as long as there is only UV operations done, they should not change and therefore stay compatible to the format and order they are stored in an AM file .

     

    If that would be possible, the of creating UVs / Decals for AM models could be done outside of AM, in a dedicated software which uses the LSCM algorythm (like Blender) and then the created UV layout could be integrated in the AM files.

     

    Just an Idea, maybe one of the coders in the comunity wants to look into that ...

     

    Besides, can someone tell me where to find the troer obj importer exporter?

     

    Cheers

    Heiner

  13. Hi Guys,

    its time for me again to treat me with a christmas gift, and I want it to be a new AM subscription. Since I am a fan of the Setup Machine Rigg and it is now for free i just want to make sure, that when i get a new subscription vor V18, I can also download V16 (32bit) and use it on the machine where my subscription is running on, right? Please correct me if I am wrong!

    Regards

    Heiner

  14. Ok,

    now I am getting somewhere: Thats my latest Result and I must say that

    it is pretty satisfactory im my opinion. What is still there in terms of uneveness

    I think i can get rid of.

    Thanks folks for the great help!

    Regards

    Heiner

    AM_Problem0.jpg

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