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Everything posted by Paul Forwood
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Are Collada .dae exports Available through A:M?
Paul Forwood replied to southpawami's topic in New Users
A:M doesn't offer Collada export but Ultimate Unwrap will convert many of A:M's other export options and turn them into just about any format that you want, including Collada. http://www.unwrap3d.com/u3d/index.aspx -
Looks great, Gene!
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That does look good, John, but I think it could use some transparency. I tried playing with the transparency property without success, and then played with the ambience, opacity, shadows and reflections but I couldn't get the fluid to display any transparency in a final render. TransparencyTest2.mov In the realtime view the particles are very transparent but the transparency doesn't seem to be adjustable. It has been a while since I last used fluids so I'm not sure if transparency ever worked but it seems like it should.
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You can create your own pose sliders and distort your model in those poses using muscle mode. This is a simple example of what you can do but with more time and careful planning you could achieve something closer to your example: MorphTest_A00a.mov
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What? No waste trap? Are you going to run fluid particles through your plumbing to check for leaks? Amazing detail, David!
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Congratulations, Jesse! What format did you have to provide your movie in?
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Fantastic, Matt!!!
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Hi, Jeff. That is a terrific concept sketch! It's good to see you back here again.
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I think that solution goes all the way back to version 11 or earlier.
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How to export from A:M to a game-engine...
Paul Forwood replied to Fuchur's topic in A:M Tutorials & Demos
Oops! Double post. -
How to export from A:M to a game-engine...
Paul Forwood replied to Fuchur's topic in A:M Tutorials & Demos
Unity comes with some scripts to get you up and running immediately. There is also a large community and an online shop where you can purchase, and sell, assets. The scriopting language, java I think, doesn't look like it would be too difficult to pick up. -
How to export from A:M to a game-engine...
Paul Forwood replied to Fuchur's topic in A:M Tutorials & Demos
Sorted! I rebooted A:M, loaded my model, and associated Actions, and then exported again. It worked this time and the model and animation came through into Unity without any problems. Hooray! Well done, Fuchur! This is a great pipeline into Unity! -
How to export from A:M to a game-engine...
Paul Forwood replied to Fuchur's topic in A:M Tutorials & Demos
Great! I have ordered Ultimate Unwrap Pro. Thanks again for your investigations. ------------ Edit: My registration code arrived so now I am playing around with Ultimate Unwrap and have imported some exports from A:M with 100% success! This is brilliant! However on trying to export a 1 second animation from A:M16 I encounter this problem: I've never seen that message before. Yes, I did export the model first. Any ideas? -
How to export from A:M to a game-engine...
Paul Forwood replied to Fuchur's topic in A:M Tutorials & Demos
Yes, but it is an add-on. -
How to export from A:M to a game-engine...
Paul Forwood replied to Fuchur's topic in A:M Tutorials & Demos
Excellent work, Fuchur! That looks like a much better pipeline. Did you have to bake your Actions before exporting the .X file? -
The ghosting was rectified by baking the dynamics before rendering. DogWalk01_baked.mov Still working on the rigging and then I'll tweak the model and texture map.
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How to export from A:M to a game-engine...
Paul Forwood replied to Fuchur's topic in A:M Tutorials & Demos
Sounds great, Fuchur! I will check it out later. -
Thanks, Mark. I will persevere. Any ideas on why the dynamic ears render like this: WalkStick360_A02j.mov This was 3 passes and the ears animate correctly in the Choreography window but when rendered they look static and have this ghost image. Perhaps it is a result of motion blur but there doesn't appear to be any motion at all. The dynamics on the tail don't seem to be affected.
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Yes, it needs some tweaking. I have started work on a companion. Still rough. She will have shaggy Fur eventually. WalkStick360_A02e.mov
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Thanks, Mark! At a better speed and with some proxy objects for background: WalkStick360_A02a.mov I'll fix the stick penetrating the ground.
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I'm getting a lot of different characters out of this model, something that I have been aiming at for a long time. OldShamusE_WalkWithStick_A00i.mov
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Amazing! I assume you are using displacement maps for some of that detail?