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Everything posted by Heiner
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@ Wiliam, I know already very well about the import possibilities om AM regarding the obj format. What this was all about was the import of a UV layout out of a obj fomart file into a stamp of a AM file, which was before a obj and got imported later. The reson for such a thing you explained yourself: Modifying the imported model breaks the UVs (stamps). Thats why I thought, that it would be cool, if you could just get the existing UV layout and make it the new stamp layout. Regards, Heiner
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I see it just the other way around for several reasons. Anyway, since currently there no way to get the UVs into AM, I will have to live without. But for now thank you again for the help and the work around with the smartskins Regards Heiner
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Oh, that what you where talking about, No, thats not the issue. It is about that you have in AM to "unfold" your model manualy. There is very little tools to do that fast (flatten for example is the only one i can think of right now). The creation of the stamp is what i want to do externaly and the layout of the geometry layed out in 2D is what i want to get into AM. When importing a OBJ which has these UV texture coordinates, which are equivalent to a AM stamp, i get the UV as a stamp. And these UV layouts / Stamps i would like to import seperateley. Then you could a model outside of AM, import it and do all corrections you need to do in AM. That corrected model gets exported again, and gets the UV Layout / Stamp refreshed, newly done. Then (if the seperate import of the UV would be possible) you import that and use it with the AM modell. Hope you understand that, its a bit complicated and after all, englisch is not my mother language ... Best regards Heiner
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If it where possible to get that into AM, that would be good enough. Regards Heiner
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I am talking about creating the UV coordinates which is the decal layout in AM. I like to do that externaly because that process is in AM quite tedious. In Blender its much more comfortable and produces very fast and reliable results. I made a very short video for you to see. You see how fast a simple cylinder is done, and it works like that with complex characters too. It not only saves time, since it minimizes the distortion it also helps to get to good results quickly. Let me know if you want to know more. Regards Heiner UVing.mp4
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Thanks for your efforts guys! Unfortunateley the delete and copy thing in AM is not an option. You are right, the model is done outside of A:M (Blender to be more specific) for some reasons. First i can do UVing in Blender which i very easy to do there. Second, the model goes also to zBrush for sculpting details, which will return as maps (therefore the UV or decaling as it is called in AM) must stay exactly the way it is. If there would be a way to import a UV layout into AM, that would be a different story, but so far i found none. In AM the rigging and the animating is done. Finished Actions then get exported the Soulcage way (MDD) and get applied in Blender. Therefore it is absoluteley necessary that mesh and UV stay exactly the way they are. That said, i want to return to the UV thing: If there would be a way to import UV Layouts to AM, that would be (at least for me) a real game changer! Then you could just model as you want in AM, export to a OBJ, do the UVing in Blender and just stick the resulting UV layout onto the model in AM. For now, I will try to stay with the solution robcat suggested and copy the smartskins from a left to a right window. Sounds fiddly right, but still better than redo the whole SSkin from scratch. Thanks again for your help! Best regards Heiner
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Hi there, the bones are flipped using the TSM flipper, so they should be fine. I just checked a random cp for the position, its on both sides the same (flipped of course). However, there is some inconsistecies with the weighting ... will that affect the mirror SSkin too? When using the command, it generates a new SSkin on the other side, but that new one is empty. I uploaded the modell in question, if you like to check it out. Best regards, Heiner Little_Hero_AM_V1a.mdl
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Hi there, I have some trouble using the "Mirror all Smartskin". I made my smartskins on the characters left side, and when I try to use the "Mirror all Smartskins" nothing seems to happen. Unfortunateley i am not able to install the help file (downloaded and unpacked it, but it does not open). How is the "Mirror all Smartskins" working? Regards Heiner
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I, think, up to a price of 100€ would be my limit. I know, thats a bit vague, and also includes the warations of the xchange rate, but thats my individual opinion ... Cheers Heiner
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Hi there, besides AM i am using some other programms, one of which has a transportable licence. They install the licence file (if the customer wants) onto a usb stick. That USB stick must be present when you want to run the programm. Is that possible for AM to? That would be so cool and would give me the option to work wit AM at work too ... Hehehehehe. Regards Heiner
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Hi Fuchur, i will check that and send you the file tonight. I dont have AM here at work. And you are right, my wesite is down, i have to change my signature ... so much to do so little time ... Cheers Heiner
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Yes, i do. V17
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Hmm, with my exports i always get 5 pinters with a missing 3 point poly. Hooks are not working at all! Regards, Heiner
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Hi there, i think i remember that arthurs exporter handled 5 pointers and hooks nicer. But like i said, i am not sure, maybe its just my blured memory of the good old times ... Regards Heiner
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Hi there, i know, there is a obj exporter included in AM. But i think, that when i recall it right the obj-exporter by A. Walasek archived better results. Its a long time ago, and i may recall that not right. However, does anybody know how to get the old Walasek exporter to work? Is it a 64bit problem again? Regards Heiner
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I guess that was supposed to be: Jason at symbol hash dot com and not inc, right?
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Hi there, now i am in big trouble: I "recovered" my pc, and by doing so, i killed my installed AM as well as the install files, and i have noting left at all. Basicly its the very same computer, because no hardware changes, just that recovery thing. My AM licence was good for another 9 month. Is there a way how that can be fixed again? Best regards Heiner
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Hi, right, thats a cool idea, i did not think of that yet! Thanks for sharing! Regards Heiner
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Hi there, the new Retopo is very cool, and it really bridges the gap to the polygon world! What i miss is a "snap to vertex" enhancement for the retopo. Most polygon models have already a topological structure, which is by itself already a good guide for a retopo in A:M. Having a "snap to vertex" would help very much with models which are not ultra polygon heavy. For example, the head John Bigboote is using in his tutorial here http://www.hash.com/forums/index.php?showtopic=40992 would be remodeled in no time with a "snap to Vertex". I am no programmer, but i guess the "snap to surface" was much more complicated to make than a "snap to Vertex". Most likeley most of the logic and math needed is already in the "snap to surface". It would serve well in models with a average poly count, and the realy polycount heavy models like they come from ZB or 3D Coat can be treated best with with the "Snap to surface". Just for explanation why i got that "Snap to Vertex" into my mind: I just had to turn a polygon model in a NURBS model using Rhino. Snap to vertex was the most important fuction. And boy, while working on that, how often did i whish to use A:Ms Splines modelling with a StV function! Best regards Heiner
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Hi there, i got my subscription just a month ago. Now it seems more and more likeley, that i have to reinstall (recover) my computer. Will i be able to reinstall my AM Subscription after i reinstalled (recovered) my windows pc? Best regards Heiner
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Great, that seems to cover my questions: Started to watch already! Thanks Heiner
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Just made me feet wet with a first try of remodelling a imported OBJ which leads me to more questions: Can i do the reconstruction with a propertie obj too? Can i lock my original modell (the OBJ), so that i do not end up every once in a while with CPs merging with the CPs of the imported OBJ? Regards, Heiner
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Hmmm, what i want to remodell is complex and thin, sort of. I wil let you know about the outcome! Regards, Heiner
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Hi there, i continue with my questions: If i understand it right, in V17 i can load .OBJ, and remodell them with the snap to surface function, right? How complex can the .OBJs be? Next question: Even in polygonland, a quad is now the best thing to have. I learned to model with quads only, and where you use a 5 pointer in AM, you have five quads coming together. My question: Is there another way to make such a region appear smooth other than using the porcelain material? Best regards, Heiner
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Super cool, thats what i was looking for! Thanks a lot!!!