sprockets The Snowman is coming! Realistic head model by Dan Skelton Vintage character and mo-cap animation by Joe Williamsen Character animation exercise by Steve Shelton an Animated Puppet Parody by Mark R. Largent Sprite Explosion Effect with PRJ included from johnL3D New Radiosity render of 2004 animation with PRJ. Will Sutton's TAR knocks some heads!
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Hash, Inc. - Animation:Master

Paul Forwood

Hash Fellow
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Everything posted by Paul Forwood

  1. 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
  2. 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.
  3. 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
  4. What? No waste trap? Are you going to run fluid particles through your plumbing to check for leaks? Amazing detail, David!
  5. Congratulations, Jesse! What format did you have to provide your movie in?
  6. Hi, Jeff. That is a terrific concept sketch! It's good to see you back here again.
  7. I think that solution goes all the way back to version 11 or earlier.
  8. 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.
  9. 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!
  10. 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?
  11. Excellent work, Fuchur! That looks like a much better pipeline. Did you have to bake your Actions before exporting the .X file?
  12. 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.
  13. 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.
  14. Thanks, Gene! The shaggy fur isn't cutting it yet so I might go back to sculpted hair. We'll see.
  15. Paul Forwood

    Cicak

    Gerry, that looks fabulous!
  16. Yes, it needs some tweaking. I have started work on a companion. Still rough. She will have shaggy Fur eventually. WalkStick360_A02e.mov
  17. Thanks, Mark! At a better speed and with some proxy objects for background: WalkStick360_A02a.mov I'll fix the stick penetrating the ground.
  18. 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
  19. Amazing! I assume you are using displacement maps for some of that detail?
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