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Hash, Inc. - Animation:Master

dborruso

*A:M User*
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Posts posted by dborruso

  1. Hi, I figured I'd start a new thread to track progress of this task.

     

    I am wondering how I can get the movie set models of the interior to look at. If I can get those I can just make rotoscopes from those and it will make my job of modeling the interior much simpler. I went to the dotproject site but didn't see any files, just task lists. Where are the models?

  2. Pretty Decent Looking. The lipsynch looks correct for the most part and the use of the eyes is good. I dont know why the eye passes through the eyelid briefly but that is not your fault. You will have to deal with stuff like that later. I would have liked to see more use of the body and secondary action but that's just me and how I did the exercise. I was already using the program for a while though before I did the exercise so maybe that is too much for you now, I don't know. But you did a good job. Be proud

  3. I have the 2001 rig applied to my model. Maybe that has something to do with it. I sent it to chris to look at.

     

    I havent tried a tsm2 rig with it. I own tsm2. Is that the rig we will use for the game? I hope so, I like that rig.

     

    Right now I have my model turned sideways, but my actions are done straight up. Then I applied the actions to the model and it worked with them in that position.

  4. That tinman looks nice in action. I can already see him in the game.

     

    I don't see what you guys are talking about with shrinking down the character and baking the actions. I am using a full size model and not baking and it seems ok. When I do bake the action it doesn't work in show tool pro anyway. It just puts all the bones in the center so the model is a mess and there is no animation when I bake it. The only problem I am having is that when the bones are in torque they are not exactly where the bones are in the a:m model. I have chris looking at that. They are close, just a little off.

     

    The biggest action I have tried so far is 20 frames and it works fine. I don't know why tinman isn't playing his full action. Do you have the latest showtool pro. The one in the sdk is the latest, not the one sent out by hash. The one in the sdk is 1.0.2. The one from hash is 1.0. I don't know if that has anything to do with it. Can you send me the tinman project at countfrogula@yahoo.com so I can give it a shot.

     

    I manually put the decal of my model in the dts folder. I don't think the exporter will do it for you.

     

    Thanks

  5. I don't think it will help if I export all the other bones. The problem is that the bones that are attached to the cps are not aligned right when I export to torque. For example the upper arm bone should rest in the middle of the arm but when exported to torgue the arm bone rests just below the arm model, which is causing the arms to not be attached to the body when the arms go down.

  6. If I export the individual actions as dsq it comes out right. But the torque bones dont exactly match where the a:m bones are and it messes up the animation a bit. The frogs arms are off so they don't touch the frog's body and the knees are a little too high. I guess torque exporter doesn't export all the bones in the a:m model and it interprets them close to where they are but not exactly. Is there a fix for this? I tried baking the action but it made a mess.

  7. Here is a test of Herbie in Show Tool Pro. I am trying to figure out why the animations aren't working. They appear to export and import but they don't play.

     

    So what is going to be the procedure for game models? Are we resplining already made models or building them from scratch? I would like to do some tests with some TWO models. I have the castle interior to build too so I will be a busy guy.

    post-1974-1145708380_thumb.jpg

  8. Hi

     

    I am testing the AMXdts exporter in a:m version 13 on a pc with my herbie the frog model. At first I didnt have the directory set up right but I was getting just bones showing in show tool pro and they went through the animation. Then I set up the directory correctly exactly as shown in the manual and the character displayed but no animations are playing in show tool pro with my character now. I have the hierarchy right, I just don't know why the animations aren't working.

     

    Also, everytime I run the exporter, before it exports I get a error message that says "config file error: Unable to read config file for shape ".\herbie.dts"" I don't know if this has something to do with the animation not working because when I had it set up wrong and the bones animation was playing I got this error too.

     

    Also, when I put on the preset ghost with solid bones in show tool pro I don't see any bones now.

     

    Any Ideas what could be wrong? Chris? Please?

     

    Thanks

     

    Edit:

     

    I am getting the bones and animation now. I didn't have the model assigned to action. Now I get the animated model but the parts of the model and the bones are not in synch. The bones are moving the model parts but the model parts are not at the same place as the bones as they should be. So for example the foot bone is moving at the bottom of the skeleton but the foot model is off to the side. The parts are all over the place. It looks cubist :P I tried baking it but that didnt help.

  9. I was planning on trying to learn some coding and take a stab at it but that is just too much for me to do. So I will not be doing any coding. I will stick strictly wih the art part.

     

    I didnt even think of making the entrance go to another interior level like a fade in. That's pretty clever. I think it should work. So I just have to build the interior I guess. schucks I was hoping to go all out. Thats ok the interior should be challenging enough anyway. Well, from pics I have seen in the forum it is a lot of repition so thats not bad.

     

    Are we pretty much replicating the movie model? If I can get the models of the interior sets I can figure out what to build from there.

     

    I looked at the gamebook. Do we need anymore than an entrance and a throneroom?

     

    I am excited to finally get something to do here.

  10. 3d world studio does not import dxf or illustrator. Neither does quark. I can go by the set in the tin castle thread. I can wing it on the dimensions or is there floor plans for this? I have a pretty good eye for winging the dimensions. I have training in drafting. Let me know how you want to do it. I will start right away.

  11. The building will not be seperate exterior and interior in a game. It is just one entity. The building is a complete building, you see the exterior from outside then you walk in it and see the interior. We will not be able to use hash models as buildings at all.

     

    If I get the plans to the castle I will be happy to build it in world studio. I haven't really done anything finished in the program yet but would love to.

  12. Welcome Dan

     

    You are very lucky to have animation master so young and have your dad to help you. I wish I had a:m when I was 13 too but I didnt find it til I was 30 :o lol.

     

    I look forward to see your progress.

     

    I like your animation dan's dad :)

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