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Hash, Inc. - Animation:Master

tvtom

*A:M User*
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Posts posted by tvtom

  1. I know this thread is a bit old but there is a really good engine for making adventure games and best of all, unless you sell your game commercially, it's free! We played with it around here and made a quick demo with Jimmy Neutron in his lab. It took all of 20 minutes (of course we have completed pre-rendered artwork already). They have a tutorial and some assets. Take a look. It's called Wintermute.

     

    http://www.dead-code.org/index2.php/en

  2. This is an action. I'm having to import bvh information and then constrain the bones of my model to the nulls or bones or whatever it is that the bvh info gives me (it says they are bones but I can't even see them).

     

    The process actually works except that when I close AM and re-open it, the constraints no longer work.

     

    I'll look and see if there is some sort of slider to turn on... I'll get back to you on that.

     

    Thanks for the help so far.

  3. I am making several orient and translate constraints to motion taken from a bvh but upon re-load the constraints no longer work. If I delete them and re-constrain the bones, it works until I shut down AM.

     

    Has anyone experienced this problem? I'm using the newest version 11m.

     

    -Tommy

  4. I just did a stereolith of my alien guy. I have a friend that does prototyping for the paintball industry and they have a machine right down the road.

     

    Here's how I did it. Export your .mdl as an .obj.

    Clean that up in a program that does polygon models (I used Lightwave).

    Set the subpatch/subdivision level really high and freeze the geometry.

    Triple (or however you do it in another package) the geometry so it's all triangles.

    Export it as a .dxf.

    I use stl utility by B. Michel to export the .dxf to an .stl (stl is the stereolith file)

    Then send that stl off to someone that can can grow the geometry for ya!

     

    I've seen this thing work and it's pretty amazing. It lays down a super thin layer of powder then a laser burns the powder solid where your object is being made.

     

    I have a picture of my stereolithed alien guy but no way to show it.

     

    -Tommy

  5. Sure.. if you guys want to make the trek to Dallas, TX. I'm working at DNA now. www.dnahelix.com I've learned a TON that I could show off at one of the meetings but I don't know if Dallas has a Hash user group.... maybe I should start one! I would have to put off my plans to take over the world though.

     

    I have a couple of contacts you guys can try:

     

    Wade Pena

    wade.pena@maverickcity.com

    runs Maverick City Inc. (production company)

     

    Wes Grandmont

    wgrandmont@ea.com

    big man at EA Tiburon

     

    These guys might know who's running the meetings now.

     

    -Tommy

  6. Well the Orlando User Group used to be held by me. I don't think anyone picked up where I left off. We had some awesome speakers like Craig Nisbet (SFX Supervisor, DNA Productions) and Doug Kelly (wrote all them books). Guys from Disney and Tiburon would come and show off stuff.

     

    You need to keep asking around on here and get all those guys back together.

  7. I think the answer to this depends on what you want to use the software for. If you want to make cartoon animations and tell stories through visuals then AM is the best choice out there. It focuses on character animation which it does better than anything else I know (and I know quite a few 3d apps).

     

    Let us know what you have in mind to do with it and I can tell you with no objective view if this is the right program.

  8. There was a topic a few weeks ago about converting AM to polygons for game engines. While looking for an obj converter I found this:

     

    www.obsidiangames.com

     

    These guys make an AM to DirectX converter. I'm playing with the demo right now. It seems to work pretty well.

  9. I think I got it... I can export the obj, load it into Lightwave and clean up the polygons then export to the converter. This is going to work. Thanks for your help guys!

     

    I'll have to take a picture of this thing and show it when it gets done... wonder if anyone else has had there AM models stereolithed?

  10. I met someone that has a freeform machine (stereolithography) and is willing to throw one of my models in there with his work so I can have a physical maquette of it. I would like to make my little alien guy that I animated in AM.

     

    Now here's the issue... how do I save a model out as an .stl file. I found a converter program that converts .obj and .dxf to .stl but AM doesn't export either of those (that I know of).

     

    Can anyone help me out here?

  11. I guess I should take a crack at this...

     

    Here on Jimmy Neutron we use light rigs and light loaders. This is done in a different package but I'm sure it can work in AM.

     

    We will create a "set" that the camera can shoot 360 degrees and light the entire set... every time we use that set we re-use that light loader. We don't make a new one each time. It still takes a team of lighters (me being one of them) to light the shots even with the light loader. A light loader can take WEEKS to create but we can usually light about 4 shots a day for the tv show. We light about 3 shots a week for a feature film.

     

    It can be VERY complicated to light something well. We spend as much time lighting as we do animating. Every sequence in the Jimmy Neutron movie was first painted as a rough thumbnail to demonstrate a color scheme. Then we light it using 3d lighting techniques like in Birn's book but also using temperatures (light colors) that fit the color scheme.

     

    I would first recommend the Lighting and Rendering book by Birn. Then I would pick up a color theory book. Color Theory will help you choose colors that work with each other and express the feeling you want from your shot. There is a program called Color Schemes that some of us use. It's free. You can find it at http://oken3d.com/ I think it's in the articles area, but look at Eni's site. He talks a lot about color theory in 3d.

     

    Anyway... I hope I didn't ramble here. It takes a lot of practice to be a good lighter. You should put some serious time and thought into lighting your animation. It can make a world of difference.

     

    -Tom Wright

  12. :ph34r: Ok.. here is a simple trick I learned in another app and it works in AM (just tried it). Open 2 choreography windows (so you can see where you're going through the camera). Do this by going to Window:New Window. In the second chor window, go to a view that allows you to move the camera. Set the range that you want to animate the camera. Hit play (make sure you're in animate mode for autokeying) and start animating the camera with your mouse. It will happen in real time!

     

    This gives you an excellent hand held feel and you can control exactly what you are doing.

     

    Hope this helps.

  13. Simbiont is the Darktree guys right? If so, there stuff renders ridiculously slow! I'm playing around with this Ennhance AM thing right now and it seems pretty decent. It's slow also... not sure why it takes so long to render this kinda stuff in AM but I think it's a pretty good deal for 35 bucks.

  14. I'm having an issue where say I put a red light on a green object (contrasting colors) it comes out black!!!! Why? We should be dealing with additive color right?

     

    Is there a setting that I can set to make this effect go away?

     

    -Tommy

  15. The rim light that casts shadow in the default chor scene flickers when rendered. I'm noticing that other lights flicker also.

     

    What am I doing wrong here.. is this a light quality issue? I'm not turning on or adjusting anything on these lights.

     

    Thanks,

     

    -Tommy

  16. Widescreen is 720 x 486 with a pixel aspect ratio of 1.2.

     

    I think you can get the same result by making your resolution 720 x 400 if AM has an pixel aspect ratio of 1. If it's .9 (I think that's the default) you can choose 720 x 350.

  17. I thought I could help with this being that I'm a lighter but I get the same result.. not quite as bad as yours but definately not good. My volume light is broken by the hole but you can still see that it clearly passes through the wall.

     

    Also... I was unable to change my background color to black.. it changes to something blue when I go to render. Does anyone else have this problem?

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