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Hash, Inc. - Animation:Master

jeffcraighead

*A:M User*
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Posts posted by jeffcraighead

  1. Does anyone know if there is an FBX export plugin available? I haven't used A:M since v.10 but always loved the ease of modeling in A:M. I'm using the Unity engine to create a few games and FBX is the preferred format.

     

    Thanks,

     

    Jeff

  2. I made this video for the Stats Prof. at USF. He does a Jeopardy type competition for his class and always makes a joke about going to commercial (the class is taped and replayed 10 times per day and on WUSF at 1am). My girlfriend is a TA and he asked if I wanted to actually do a commercial.

     

    I'll post some wireframes later today....Actually I'll just post the whole project for anyone that wants it. Basically modeling was fast. The alien guy was made for another project: Floating TV Cooler I did for school. He's made from a few stretched spheres. The pencil and desk were done quickly and I just used surface properties for texturing except for the desk top and that is a FBM texture I think :) The walls and floor were copies of the default ground model set to white with the diffuse falloff set to 0. The lighting was a pain. I think I have 40 klieg lights (trying to get a GI feel with v9.5) which cast soft shadows and white light at 5% intensity.

     

    The Matrix texture was just text animated in AE6 (I'll post this project too) I used the new text animation stuff in v6 to create a 640x480 clip that was 30s long I think. I used this as a color decal on everything in the AM project which was a duplicate of the non-Matrix textured project. Then I rendered them both in NetRender overnight.

  3. Ok I need some help here. I keep getting the Unable to Open Project File error on the network slaves. The PC with the server can run a slave fine. All folders are shared with write permissions on an XP SP1 machine. I don't know what's going on.

     

    Jeff

  4. That's kind of what I thought would happen, that's why I wanted to hear from one of the programmers. I'm just curious about the data structure used to keep the points and patches. It seems like AM traverses a huge list of points and patches to insert/copy/delete them. (or something that costs a lot of CPU time) Maybe I should look at the SDK :)

     

     

    Jeff

  5. I just found the patch count and it's 12500. Still that's only ~30000 CPs unless there's some calculation going on all the time or digging through a linked list to copy and insert CPs that should go relatively fast. Even then there should be no refinding normals or patches as they are alredy calculated in the ones that were copied.

     

    Jeff

  6. I had a question for the programmers @ Hash or anyone else who can shed some light on this problem. I have a model I'm building that has lots of small cylinders closed on one end. Each of these has one joint to make them bendable. They were created with the lathe tool with 4 crosssections. As I copy/paste them and get more than 30-40 cylinders the operation takes a good deal of time. As the count increases further the time it takes to do one copy pase of a group is 5-10 minutes. AM is only using 48MB RAM and I have pleanty of RAM to spare (350MB) but the CPU is hit hard crunching away at something. I estimate the patch count of the object to be around 800 so far. That doesn't seem like too much.

     

    Why is performance hit so hard and is there anything that I can do to get around this? I need to have these cylinders because I'm decaling the top with an image, then moving each cylinder to simulate an ordered fiberoptic display. If anyone has another way to do this I'm all ears :)

     

     

    Thanks,

    Jeff

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