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Hash, Inc. - Animation:Master

createo

*A:M User*
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Posts posted by createo

  1. 6 hours ago, robcat2075 said:

    BTW, when you asked about "Spring bone" I guessed you meant the constraint that is actually called "spring"

    If you mean dynamic constraints that work kind of like that antenna in "Alien Song" those do work properly in A:M.

    Is that what you meant or did you mean actual "spring"

    yes, I wanted to talk about the dynamic constraints which work a bit like this antenna in "Alien Song".
    What is the basic procedure for these to work properly in A: M ?

    Thanks

  2. Hello,

    After a year of resumption of AM I start to resume modeling and rigging reflexes. How nice to use this software!
    But I still have a lot of questions :-)

    1 - I am rigging a humanoid and I use a lot of smartskins which allow to assign positions to the vertices according to the angle of rotation of a bone. This allows me to have stages of intermediate object shapes. But if I don't like a step anymore or if this position is an error and I want to modify or "free" the vertices, how can I find the angle of the bone to which I assigned these vertices?

    2 - What is the difference between the properties of bump in the attributes of materials (cheveux in picture ) and of the FractalSum. Since I activated the "cheveux" material bump, I have no more color on my model ??

    3 - Is it possible to animate an FFD in the choreography?
    4 - is it possible that the FFD is static and the vertices of the object are assigned to a bone?

    Handling AM correctly remains complicated because I lack a lot of technical references but it is starting to become a real pleasure!

    Thanks

    2021-11-20_11-18-06.png

    2021-11-20_10-57-27.png

  3. 14 hours ago, robcat2075 said:

    Hello,
    Nice explanation, thank you!
    I will be able to familiarize myself with the EXR format ...
    Surface displacement should therefore not be used lightly!
    I also have a question about the hair: the calculation time increases disproportionately as soon as I apply hair to a simple object such as a cube!?!
    Are there any parameters to activate or deactivate or is the function very "greedy"?

    Greats

     

  4. Hello AM,

    I explore AM's extremely efficient and powerful mapping system !
    I have a question about surface displacement :
    The definition is not excellent and we often end up with a rather coarse physical aliasing if we approach the 3D model.
    Is there an option to achieve progressive aliasing depending on the distance to the camera?

    thanks in advance

    greetings

  5. hello,

    this is the image generated with AM or your creative template ??

    Modeling this with patches seems very complex to me. Especially to maintain a regular curvature of the surface of the back!

    A bump map or a normal map should do just fine.
    Would a displacement card work? Perhaps that would perhaps lengthen the computation times !?

     

    salutations

  6. Hello, Thank you very much for this video .
    It is extremely well done and reviews the creation procedures in a very educational and logical way!
    It is this kind of video that would help to spread AM more widely!
    CP weights and fan bones seem to have pretty much the same effect in this video !? Are these two ways to achieve the same result? or one of the methods replaced the other?
    The way mirror bones work is excellent, and ultimately relatively straightforward. What I did not understand at the beginning!
    It makes me want to go further. I really want to incorporate AM into a character and mascot creation loop for my work!
    Even if other software is terribly effective in this field, AM brings a nice "lightness" of creation which convinces me :-)
    Is this video part of a series?
    The others could interest me when I will have assimilated this one well.
    thanks again
    Greetings
     
     
     
     
     
     
     
     
  7. Hello,

    I continue my exploration of AM which I find brilliant in the design.

    On the other hand, the tutorials are not progressive enough. to explain the details ;-).

    When you are looking for something, you very quickly come across sometimes complex tutorials ... which is great when you have already acquired the basics of use! For example, I'm looking for a tutorial that could help me build a character with a basic IK skeleton. In the exercises, I only find examples with compensation bones and other somewhat complex details that I don't want to tackle until I have fully understood the basis in an exercise that takes me when up to interesting movements.

      This would allow me to understand the limitations of a basic structure and therefore, to add other bones to the ancillary functions. Is my request well formulated ?
      The most interesting that I could find in the field is this one:

    But it does not go further for a simple body. The character of Barry Zundel is very beautiful, and very complicated to implement !

    Maybe I haven't looked for this exercise yet. Otherwise, when I have assimilated this base, I will create this tutorial which will allow novices to understand this procedure :-)

    For now I'm on the 2001 skeleton pose on boneless Thom. The exercise is simple but I do not understand everything in the structure of the skeleton. The pose slider is much too dense to understand it !!

    See you soon

    createo 

  8. On 2/1/2021 at 5:56 PM, Michael Brennan said:

    It is very instructive for me. Thank you very much.
    AM misses a lot of this kind of short videos that inform about processes (modeling, mapping, rendering, ...) and precise functions.
    As soon as I master the software, I hope to be able to make some to help me start with this software !

     

     

     

  9. Hello,
    I could finally watch the video "way to texture mapping in AM" because my internet connection is very bad in the countryside!
    It says it all for me! Now I just have to practice with AM.
    See you soon

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