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Posts posted by Heiner
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OK, thats good, so I am not just missing something.
So, Fuchur, what version is that you made the screenshot of?
I will check tonight at home what version I have ...
Cheers
Heiner
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Hi there,
the idea with the lesser splines is nice and I already applied it to my model, as far as I see possibilities for it.
I go me a good deal farther as you can see in the latest render.
Then i wanted to try that "Average Normals" but i am a bit confused. I am on V18 and I do find the option for
the "normal weights" and used it, but it seems as if its not causing any effect ... Do I have to switch on any of the
Render Shaders as well?
Thanks so far,
Heiner
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Thanks Robcat,
good hint and cool modell.
I started to reduce my head already and making nice progress.
However, I dont think that i can reduce it so much as you did it on your
Capone model.
@Fuchur:
Average Normals looks very muck like what i am searching for. I found it in the techRef,
but I can not find it in AM. Its a Material parameter, right?
Cheers
Heiner
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Hi there,
currently i am again pursuing one of my favorit projects, which means I am working on an character.
I am modelling the head at the moment, and i am quite happy with the outcome so far. Since I am going for
a rather realistic look, the model got quite dense, but with the current hardware available thats no problem anymore.
What is a problem, however, is that I have problems to get really smooth surfaces in regions where they are needed.
That is cheeks, around the mouth, chin and such. To adust all that manualy is almost impossible.
It seems as if the problem is not only a issue of the realtime display, but also of the rendered images. As you can see,
in the rendered image the dents and uneven spots are a little less, but they are there. I used the porcelain material.
What I would need is a function like "smooth region". Anybody has a good idea how to archive that? Is there a
parameter in the porcelain material, which can be tweeked to get things look smooth?
Cheers
Heiner
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Wow, thats a cool idea,
i will give that a try as soon as I get the time to work again on my character stuff!
Regards
Heiner
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Hello there,
after a while of going back and forth, I now feel how i get warm again with AM and now I am pursuing the holy grail of optimizing my workflow.
Therfore I would like to ask, if there is a way to copy selected smartskins from one side to the other, without going trough the process of manualy
copying every keyframe in a smartskin mirrored over to the other side?
Best regards,
Heiner
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Hi there,
i was also suspecting that it is related to some "broken or missing" components.
But then, when I try to use that stuff, it works nice. On poses I have sometimes
to klick them 2 or 3 times, but then it works. So its not really something i can not overcome,
but its anoying because it always makes me think something is not working ...
Best regards
Heiner
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Hi There,
I created a relationship with some constraints.
Opening up that container just a moment later leaves me with plenty
of questionmarks on the containers and i dont know what these questionmarks are all about?
What is wrong here?
Then a suggestion: I find the AM Project Workspace very useful and totaly cool, however,
what I would like to suggest is two things:
First I would love to see the rows beeing colored in alternate colors. Something like bright grey
line 1, a little darker grey line 2, bright grey again line 1 etc.
The second thing, I would love if the different sections in the workspace could be seperated better.
At the moment it is just a loooong list and if you want to tell the object section and the Actions section
apart, while you have some entries folded open (like a long list of bones for example), then you will
have to look very carefully, or rather search very carefully.
It would be cool if the sections could be seperated somehow. Could be something like a smaller but empty row,
or different colored background.
What do you think?
Best regards,
Heiner
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Cool,
thank you so much!
And sorry If i phrase my sentences sometimes a little weird, after all I am German and used to the habit to phrase sentences upside down :-)
Cheers
Heiner
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Hi there,
i am using AM with an one year subscription.
Am I entitled to get the v.18 and use it until my subscription ends,
or do I have to get a new subscription in order to do so?
Regards
Heiner
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Hi there,
since i do like Raf Anzovins rig so much, and since I can not use TSM with my AM,
and while I do not like to go always back and forth between two versions of AM,
I thougt it might be a good idea to set up a rigg Anzovin style for the current
AM 64 Bit version and use that.
I know that Raf wrote a tutorial on his way of rigging loooong time ago.
That tutorial was called "them Bones" or something, and in it, Raf explained in
much detail how he rigged his yellow dog character.
If anybody knows where I may get that tutorial or still
has it somewhere and would like to share, I would be very happy!
Thank you already,
best regards
Heiner
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Haha,
thanks
its SHIFT + 1
found it when i switched on the "Draw" Toolbar!
Cheers
Heiner
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I can not find any option to display the normals,
but made a test: Selected one of the patches which is
obvious displaying as a artifact in the rendering and gave it
a flip normal treatment. It did not change a thing.
Regards
Heiner
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Hi there,
i am trying to render a model with a normal map on it, but the result is not very satisfactory.
I am gettin all strange square artifacts all over the model.
Anyone a id4ea wher this may come from?
Best regards
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
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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
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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
Smoothing geometry
in Animation:Master
Posted
Ok, now I am officially abit confused.
I am working on windows 7, and on AM version 18.0 SSE 4.
I am not getting the "Average Normals", its simpy ot there ...
I attached a screen how the surface menue looks here ...
Any ideas ... ?
Thanks
Heiner