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Hash, Inc. - Animation:Master

createo

*A:M User*
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Everything posted by createo

  1. It will really be at the end of the week. Not before
  2. Ohoh, interesting. If it works this way with 3D Coat, it must work great with Blender! I'll try ... when I have some time ... later ...
  3. Thank you again for all this information !! I will "digest" them during this week ... of work (no more holidays !!). I would really like to integrate AM into my freelance workflow (when I'm not a teacher or trainer I really enjoy working on the characters and mascots. AM's workflow seems to match a lot. I'm going to try to "finish" an (old: started in 2005) character for the "finish the unfinished" contest. The indications you have given me should allow me to do so. I return to the forum as soon as possible! Thank you to all
  4. Hello, Thank you for all these explanations ! What is the procedure for exchanging 3d files between AM and 3DCoat? 3D Coat supports the mdl natively ?? Is this work also possible with "Armor Paint"? Greetings
  5. Exactly what I'm looking for as explanations! Thank you very much! Greetings
  6. Thank you Fuchur, very good recommendation !!
  7. Is 3D painter still "in the race" of 3D painting? Because it seems to have not evolved for a long time !? Should it allow a complex object to be painted more comfortably? Do you have any user experience with this software? Thank you !
  8. If I understand correctly, we cannot have a single unfolding to create a UV for an object. There is no definition of seams as in 3D polygonal? So an object cannot be "opened". If we want to make a UV projection on the entire object, we must define at least two poses and export them? With AM, no algorithm will automatically flatten surfaces for us, being careful that there are no overlaps! Finally, what is good is that the mapping system is based on only one principle: decals, UVMapping, or not! Can you confirm me? thank you
  9. Hello, Thank you very, very much for your help !! I test all this Good day
  10. Yes Yes. I use google translate regularly, but certain nuances of technical language sometimes give rise to risky translations ... and as I am very visual (with diagrams and situations), a lot of technical writing is not always obvious ... But I use it quad even a lot thanks
  11. Thank you I'm trying tomorrow, because in France, we're going to sleep! And tomorrow is my last day of vacation I will devote less of my time to exploring and using AM 😭 good day
  12. Ah yes !! I hadn't been that far. It must be said that for me, so much written English is a bit painful to read thank you
  13. Hello, I am in the process of testing bone stresses with AM. I do fairly empirical tests and it lacks efficiency in some cases because I do not really understand what the constraints correspond to in terms of parent / child links. Is there a list, or a table summarizing the context of action of each constraint? It would be much more efficient for me! thank you in advance
  14. Hello, Do you have on youtube (or other), a simple example of UV unfolding with a cube? I understood a procedure but I am not sure: 1 - Create groups 2 - create poses where we unfold these groups 3 - Grabbing the unfolding screen 4 - create your UV from the grab 5 - place the image as a decal on the "open" pose. 6 - remove the pose so that the character returns to its initial shape. It would seem logical but relatively ... artisanal greats
  15. Interesting. I had come across an essay on youtube and did not understand how it was done. Now I will know how to use it! Thank you
  16. thanks !! Here is a base that will allow me to consider works: actions, poses, constraints, deformations, ... Why is there a difference between "project space" and "timeline" since they both use keyframes? see you soon
  17. Why is there a difference between "project space" and "timeline" since they both use keyframes?
  18. Yes, yes, thank you for all this "little" information that punctuates your comments. I am progressing, thank you !
  19. ... the episode 26 of Barry Zundel that I had not yet followed begins to answer some of my questions
  20. Hello, There is an important procedure that I do not understand in animating a character and his poses. 1 - I created a model: the head 2 - I created a bone to be able to move my eyes horizontally or vertically. 3 - I assigned the points of the eyes to the bone 4 - I created two poses (vertical and horizontal) for the eye movements. When I place the head object in the choreography, the pose sliders work but the eyes don't move !? Is there a basic tutorial (exercise) that allows you to follow the different stages of a simple creation chain: from modeling to the calculation of movement in the choreography ? The tutorials that I find always cover only one aspect of creation (either modeling, or rigging, or animation, ...) and the links to be made between each are not always obvious ... Barry Zundel's tutorials are very interesting but a bit complicated when you don't have the basic procedures for creating relationships. They are at the heart of the power and flexibility of AM but I have not yet correctly understood their uses in the different categories (poses, animations, bones, actions, ...) It's very confusing for me at the moment. Some links to interesting Holmes Bryant videos no longer work See you soon
  21. Ok, i will test this tomorrow ! thanks
  22. Hello, Here in France I have a few days of vacation to accelerate my exploration of AM which I find brilliant, only the rather long calculation times bother me. The rest of the program is fine with me. In the tutorial : at 8:57 the user clicks on a bone and duplicates it with the control key. I can not reproduce this action !? I do not understand why ? Do you have another example please? I don't have any examples of how to use smartskins, do you have any? This is what animation master lacks. These are simple examples of simple situations. When I understand the basics of AM better, I will try to find time for many very simple examples. This can help promote this fabulous software. Thank you in advance ! See you soon teo
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