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Hash, Inc. - Animation:Master

dborruso

*A:M User*
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Posts posted by dborruso

  1. Attached is a movie of 5 intersecting splines.

     

    Also another model imported obj. This one has too many patches to really do anything with. The lower poly model before subdividing didnt import well. Probably if I spent more time modeling as a low poly model it would import better. But the tutorial was for a subdivided model. I need tutorials for low poly models.

    dino5oint.mov

    post-1974-1176914179_thumb.jpg

  2. This work is looking great. Seeing your old model it really is like night and day. You improved so much. Your characters are looking successful. The only thing is with the arms, maybe look too obviously lathed and symmetrical. Maybe a little more shaping to them. Unless it's just a stylized choice. Looking great. Keep it up.

  3. This is a quick animation for something I am trying. It is rigged and animated real quick and dirty. I just wanted to see how it worked. I built this model in another app and imported to a:m as obj. It came in well and had all the texture and bumb maps intact. I rigged it, animated it, and rendered it in a:m. I wont say which app I used because we arent supposed to talk about competitors, but any app that can output obj can be used. It is kind of high poly because the model was subdivided but a low poly version would have worked just as well as it is going to splines. I don't know what use it is but I just feel like exploring other things I can do with a:m.

     

    attached is a still render and an animation.

    post-1974-1176698465_thumb.jpg

    dinoam.mov

  4. Hi

     

    A:M is compatible with both these programs. They use directx files. If you buy the AMXtex plugin you will be able to use it. I am currently developing a game with fpsc and a:m called froggy shoot out. There are a bunch of tricks to get everything working right. If you end up doing it let me know, I'll write pointers.

  5. I'll come by the New York Comic Con one of the days and visit ya Marshall. And I never met Liza so it should be cool. I checked out the convention web page and it looks really interesting. I don't know much about comics so it should be fun.

  6. I created the game froggy boxing. I achieved this with a:m, amXtex plugin, and 3d gamestudio. It works very well with game studio. I have also had success with fps creator. Unfortunately it is very hard to use your own animation in fps creator and have to use the milkshape skeleton available on the fps creator forum, but it works well. If you want to use all the features of a:m and make a wide variety of games gamestudio is the way to go. Of course there is also torque.

  7. I thought about doing a moonwalk but I didnt want this to turn into anything big. If I started adding that I'd wanna end up adding this and that and so on. So I kept it short and simple. I am a big fan of the moonwalk too ;)

     

    I hope your modeling is going good. It is good to do a little of both animating and modeling because it is easier to model for animation when you know how the mesh will move with the bones. It sucks when you model something only to find it impossible to animate it later.

  8. Jeese Louise that's nice! I agree sss would put that over the edge. What a great piece to use the new feature on. I would replace those youtube vids with better quality. The difference between the clip you posted and those was night and day. It is worth the extra download time.

     

    Can't wait to see it all.

  9. Hi

     

    I am trying to get back to animating again. I was messing around and did a few dance moves for my frogman today. Just a little thing but I haven't animated in a looooooong time. That will change though. I'm gonna get back to boot camp on Monday. Got some things to do before then. Then I will do work on TWO. Anyway, it feels good to move bones around again.

     

    This one is just for fun but feel free to rip at it.

     

    :)

     

     

    Edit: fixed feet through floor.

     

    frogman2.mov

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