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Hash, Inc. - Animation:Master

Heiner

*A:M User*
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Posts posted by Heiner

  1. 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

    AM_Problem_2.jpg

  2. 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

    AM_Problem0.jpg

    AM_Problem_1.jpg

  3. 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

  4. 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

    AM_Wrinkle_Problem.jpg

    AM_Problem0.jpg

  5. 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

  6. 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

  7. 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

  8. @ 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

  9. 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

  10. 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

  11. 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

  12. 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

  13. 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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