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Hash, Inc. - Animation:Master

dborruso

*A:M User*
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Posts posted by dborruso

  1. Here is a pick of the boxing ring. The ring was built by my friend, known here as jin kazama, and textured by me. He also built stands and stuff but i have to make frog decals to put in the seats now.

     

    herbiering.jpg

     

    Thanks Jin!

  2. I can attest to the value of this great little program fragmotion. It really saved me.

     

    I was having so much trouble getting rid of the frames in between my keyframes. When i did it in a:m the action wouldnt export it anymore and i couldnt easily get it exact in 3dgs med. It took me a bit to figure it out but once I did it was a breeze in fragmotions keyframe editor.

     

    It is no substitute for a:m but for editing to get it to game studio it is great.

  3. Well It took me many hours to get all the animations wrapped into one game studio model. Much exporting and importing. Basically I went from A:M with AMXtex to fragmotion, where i was able to add all my animations to a model and export to game studio format, then into the engine. Well, now that I know how to do it it will be quick from now on. I think the model is facing the wrong way so I probably have to turn it sideways in fragmotion.

     

    Here is a clip of Herbie in the engine running through his animations, i have to figure out the speed, i know i want the fall to be slower, maybe like slow motion. But the rest will be pretty quick action. The quality of this clip is not too good. I recorded it in cam studio, there must be a better way. It made it look quite pixelated, but it does look nice in person in the engine.

     

    http://3dfrog.com/wips/forums/enginemoves2.mov

     

    I am happy this is working out.

     

    Take Care.

  4. Here is a pic of herbie and otto going at it:

     

    ottopunch.jpg

     

    I have a little problem that they cant get close enough to punch even though they have really long arms. I may have to reduce the size of the boxing gloves some i guess, even though i like them huge :(

     

    I'll think of something.

  5. On the Dreams In Motion page it says for ages 6+. You should get them to change that to 3+.

     

    I will be getting copies of this game for my nephews, ages 5 and 6, for christmas.

     

    I will get a copy for myself too even if it is mainly for kids. I am immature :P

     

    I want to see a game with A:M and 3dgs in action. I am very excited for it.

     

    The screen shots look cool. The last two look like drawings. Is that really how parts of the game look, or is that concept art?

     

    Looks like they are already taking orders, but I have to wait til next month to order mine when I get the money.

  6. Here's what the game studio people claim you can make:

     

    It was never easier to create 1st person games, 3rd person games, role playing games, side scrollers, flight simulators, board games, sports games, real-time presentations, virtual exhibitions... and 3D applications never seen before!

     

    In the short time that I have been playing with game studio, I think the above is true. I think this is a powerful program, and it is the only game engine I looked at that had an easy to use interface. And c script is not too bad either even for the programming challenged like me.

     

    I don't think you can currently export a:m to torque but obsidian games is working on it. I'm sure he will do it well too because his AMXtex plugin is really good.

     

    I hope you choose game studio because the number of a:m 2 game studio users is growing and we would like more :)

     

    But choose what's best for you of course.

     

    Take Care

  7. I am having another issue, for some reason on my construct frame in game studio all the faces are turned inside out so i see the inside of the model. The rest of the frames they are fine. My model is left handed, so it goes in the right direction. I tried with and without exporting mesh normals.

     

    I have skeleton and model facing right. On the first keyframe of the action i make a keyframe in all filtered channels. then i animate and export the animation to my .x file.

     

    Any ideas?

     

    Triath, did you come across anything like this?

     

    Oh, and also I cant merge vertices anymore, the button is grayed out.

  8. Thanks, that fight tutorial is great! It will be the first thing I do when I buy my license next week, because I can't add or create a new script in WED in the trial version, which I think is dumb.

     

    I may take you up on that offer sometime jin :) I'll keep ya posted.

     

    I'm still working on animation issues but cant do too much testing until I have the licensed version next week.

  9. oh well, I thought I had it.

     

    The animation looked fine on initial import into the game studio med, but when i saved it as a game studio model then re-opened it the model was all over the place.

     

    I am not familiar with a half life skeleton. I guess I have to figure out a simple rig. Triath, do you have an example of a simple biped rig i could look at? The problems I seem to have with just a simple straight forward rig are the hips moving whe I move the spine bones, and the spine does not bend smoothly, it stays straight. Can I keep the feet in place with a simple fk rig? I am use to the set up machine, I have not been very successful building my own rigs in the past unfortunately.

     

    I can't seem to get my animation into the WED, it is in the model file, but I don't see anything under actions when I open it in the WED or anything. What's the way to get it into the game engine?

  10. I got the tsm rig and the thom rig to work in the model editor. I exported the model left hand. Then before starting the action I keyframe all bones in all filtered channels. Then just animate as normal, you dont have to keyframe all bones every time. Just the once so game studio knows they are there. The models go in the right direction now and all the bones move.

     

    The only thing is that the first frame of the animation in game studio med is the model faced backwards, then the second frame is the model facing the right way in his first position. I would imagine you can get rid of this first frame in gamestudio somehow, i just dont know how.

     

    I dont know how to get the animation to the character in the game editor or the engine yet, will have to figure that out now.

  11. Hi,

     

    I am having some animation export/import issues with AMXtex to 3d game studio.

     

    I have tried these tests with a TSM1 and TSM2 rig and the rig in the thom model on the A:M cd.

     

    First issue is that any bone that I do not move manually in the A:M action does not move when I import it into 3d game studio. So if I move the head, the jaw bone should follow as it is a child of the head. But if I do not move the jaw bone manually it does not show up in the project workspace under action. So when I import it into 3d game studio the jaw remains stationary. I have tried action/bake (remove constraints) with the action but it didnt make a difference. I tried selecting the shortcut to the model in the action in the project workspace and select bake all actions but it crashed A:M every time so I don't know if it would make a difference. I'm not even sure what that does.

     

    The second issue I am having is the character moving the opposite direction after I import it into 3d game studio. If I move the torso and head to the left in A:M, it moves to the right in 3d game studio. I tried switching between exporting left handed and right handed but that did not make a difference.

     

    Anybody have any Ideas about this? Is it just the rigs and their constraints messing things up? What's the proper way to set up animation for export?

     

    Thanks ;)

  12. Well, after many hours of trial and error I figured out a way to get my texture maps into the game engine correctly. Apparently the maps must be square and multiples of 256. I made one map with all my textures on it then did all my stamps from that one map. Game studio does not like more than one map for a model.

     

    Here is the model in the game studio A6 engine with textures:

     

    froggytexengine.jpg

     

    I have a few things to straighten out now with the animation.

     

    Then on to more models.

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