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Everything posted by Paul Forwood
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That looks great, Mark! Love that water! I felt that Flem's voice should have diminished slightly when you cut to the long shot. It sounds like he could be singing over my shoulder rather than on the ship. This trailer looks like it is shaping up nicely.
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Really? I have tried it with the last two versions of AM16a, 32bit and 64 bit, without any luck. No keys are copied at all. That looks like it would work. Thanks, Robert!
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Fun character, Gene!
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He looks terrific, Jirard!
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Thanks, Matt. I'm not too bad at the moment, though I am still the incredible shrinking man and I do have to be very careful how I move around, but all in all I am better than I have been for quite a while, even walking without a stick at times and without any pain killers. Any ideas about copying keys from one Action to another?
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I have been playing around with this model, making him suitable for a game model, low splineage and very simple rig. I was finding the TSM2 rig just too heavy for exporting to game engines as it uses more than 250 bones. My simple rig has about 38 bones at the moment, which makes it harder to animate, but makes it much better for exporting as X files. (I wish we had an fbx exporter though. X files apparently include separate CPs for every patch which contributes to large file sizes X file to FBX conversions can now be done in Ultimate Unwrap! ). MorphTest_A01f.mov Anyway, what I wanted to ask concerns copying keys from one Action to another. I am fairly certain that it was possible in the past to select all the keys on one frame, copy them and then paste them into another Action for the same model. This doesn't seem to work anymore. Can someone confirm that it used to work or if there is still some way of doing this without starting from scratch?
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Happy Birthday, Stian! Have a perfect birthday with lots of fine details.
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Excellent character and splineage, Marcos! The hair looks very effective too.
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Arghh! For the first time ever I can't find my red and blue glasses.
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Great looking poster, Myron.
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As far as I am aware there are no plans to provide an FBX exporter to A:M. There have been at number of people enquiring about this in the past and with Unity's ability to build apps for a wide range of devices there is certainly more reasons than ever to desire such a plugin today. Development of A:M is now in the hands of just one person, Steffen Gross, (Yoda64). Steffen is a real champion, keeping A:M alive, but he does this off his own back, without pay and in his spare time, so I wouldn't hold your breath waiting for that FBX exporter. Of course anyone can download the SDK and develop their own plugins so perhaps there is still hope. I have played about with DirX exports and have had some luck though I haven't taken it very far and you would need to have access to another 3D app which costs many times the price of A:M. My experiments with Blender have not been fruitful but this rough example shows some A:M models and animation which were exported from A:M as X files, imported into XSI and exported as FBX before importing into Unity. This is a screen capture of the models in Unity: Some time ago I was able to export multiple animations in the X file but I am finding that any more than one animation crashes A:M now.
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How do you make a ski lift work?
Paul Forwood replied to jnord71's topic in Work In Progress / Sweatbox
Simply use a path constraint for each of the chairs and just fake the cable or else you will have to constrain each of those cable bones individually to the path and then animate the ease of each bone in an Action. ChairLift.mov ChairLift_02a.mov (Oops! I have somehow offset the chairs from their path but you get the idea.) -
Absolutely outstanding! Stunning and dramatic design, lighting and sound! I agree with everything that Nancy mentions in her post. My problem with this piece is Kafka himself. Like so much of his work it is very depressingly ambiguous and leaves so many questions to be answered. Is this a simple observation that when people are permitted to devote all of their energy and time to developing and honing their particular art, at the expense of all else, that they become fragile, isolated, temperamental, neurotics who cannot relate to anything but their own obsession? The title,"Erstes Leid", translates to, "First Sorrow", but who's sorrow is it, the trapeze artist's or the ring master's? Excellent work, ToreB! You are a very talented guy.
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Huh? What's going on?!
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I don't know if this issue is specific to AM16 but as I have never seen it before I'll put it in this thread: As you can see in the attached screen grab, I have the Project Workspace enabled but it is no where to be seen. Any ideas why it might not be showing? --------------------- Edit: Well, I don't know what caused it in the first place but going to "Help\Reset Settings" gets the PWS back again.
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Congratulations, Gene! I went to vote again but it looks like you've already won that round with 56.947 % of the vote! Well done! Next round...
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This is one beautiful set, David!
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Thank you all for your birthday wishes! Another milestone reached. I may be moving a lot slower these days but I'm still travelling along this road and enjoying the journey.
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It's all looking really good, Mark. Looking forward to more animation.
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TSM2 not showing in available plugins in A:M16 release
Paul Forwood replied to Paul Forwood's topic in Showcase
Yes, thanks, Matt. The folder is there. I think this is a licence issue. I have beta of the 32 bit version installed on another PC so I will see if all works out once I uninstall that. -
TSM2 not showing in available plugins in A:M16 release
Paul Forwood replied to Paul Forwood's topic in Showcase
Thanks, Matt. Now I know its me I can concentrate on looking for the problem locally. -
TSM2 not showing in available plugins in A:M16 release
Paul Forwood replied to Paul Forwood's topic in Showcase
When I run the 32bit version of A:M16 I get three error messages popping up which report that A:M is unable to load the TSM2 plugins, so at the moment it looks like TSM2 is not able to be used... on my machine anyway. Can someone else check this out? Remember to copy the TSM files into the new HXT folder first. ------------------- -
TSM2 not showing in available plugins in A:M16 release
Paul Forwood replied to Paul Forwood's topic in Showcase
Ahhh! That would explain it. Thanks, David! -
Has the Setup Machine 2 been dropped from compatible plugins? I copied the TSM2 files to the HXT folder in A:M16 but they are not available from the plugins menu now. I haven't seen an official statement regarding TSM and A:M16 so I'm not sure if this is an issue for A:M Reports or if this is normal behaviour for A:M16. Any clues?