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About walasek

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  • Name
    Arthur Walasek
  • Location
    Sacramento, Ca

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  1. It's in your profile which you can edit via buttons at the top right of the forum but for now I've changed it for you. As for a FBX plugin... lots of folks would love to have such a converter. I for one would just like to know more about using Visual Studio with A:M. I have a few projects I'm researching but its going to take awhile to get educated. Welcome back! Quick question before I go looking for my old AM code for my exporters... Is there a new SDK for AM? Last one I used was probably for v13 or earlier... I tried looking on the website, but couldn't find any info on it or how to download it. If you could personally email me where/how to get it, I would appreciate it... arthurwalasek@comcast.net
  2. Hello again everyone, My name is Arthur Walasek, and I haven't been around for quite some time, but you probably notice my name around (especially in Fuchur's signature). I am the person that made some of the importers and exporters for AM (way back in the day). I had my own gaming company for quite a while (making casino games) and I really haven't used AM for about 8 years to do anything (I don't use anything else either). I would definitely use AM if I had to model or animate. The reason I am re-introducing myself is that I find, in what I am currently trying to do, is to use the Unity 3D engine for some personal/business projects. I believe that I will be needing models and animations (since I like making games), and I was going to start using AM again for that purpose (I have to get a subscription as I am sure mine ran out a while ago). However, I see that there isn't an easy (or necessarily super cheap) way to export models and animations from AM. (I see a video and some posts about going from AM->Direct X and then using 3D Unwrapper or some other tool to do it). Is there something I am missing in getting AM models/animations into .FBX? If there really isn't another way, I will be looking at writing an exporter from AM -> FBX directly. I have the Autodesk FBX SDK and Visual Studio is second nature to me. Is there anyone else with a need for this? I also don't know if it is possible, or how long it will take me as this is a sort of side project (my current projects don't need models/animations). It also would be a good way for AM'ers to possibly make some money using the Unity Asset store (if you could export your models and animations and get paid for your work). Anyway, let me know if there is a better way to export to .FBX from AM, and if people are interested in this plugin. I reactivated my innovateenterprises website, so the older AM plugins (.OBJ, .DXF, .ACT, .LWO) are available. I don't know if they still work for the current AM, but I could recompile them for it (if I find my source code). Arthur Walasek arthurwalasek@comcast.net (ps how do I change my email for this forum as it is not awalasek@comcast.net) President CMC Gaming Systems, Inc. http://www.cmcgaming.com
  3. I was recently contacted by a company (I can't disclose much here) that is interested in moving their product from a Alpha/Beta product to a Production product. It is a product that has many similarities to functions that AM uses (textures, 3D objects, positioning, blending). I, unfortunately, do not have the time to work on this project. It is a paying project (paying quite well for the correct individual). It will require knowledge of C/C++, object oriented design, 3D objects, textures, graphical user interfaces, etc. It does not compete with AM, just requires some of the same knowledge that a developer may have if they have worked with AM. You also get to work from home. If you are interested, and would like more information, please send me an email (possibly with your resume). I will be forwarding it to the recruiting agency that is trying to find a person to fit this position. My contact information is: arthurwalasek (at) comcast (dot) net
  4. I just tried it with the final release of v13 and still the same problems... The eyeballs do not move with the rest of the model on export. Any idea on what is causing this? Arthur Walasek arthurwalasek@comcast.net
  5. The eyes pop out of the head... This is with v13 beta 4, fyi. It seems there are 2 groups of cps that dont move. 1 is the eyeball itself, and the other is something around the eyeball. If you want I can send you the files. BTW - it moves fine within AM, just on the export. Maybe its one of the exporter options (i.e. duplicate vertices, etc)... Arthur
  6. I knew I should stay a programmer.... Thanks, that makes a lot of sense of what happened.... yes I am kicking myself. Arthur
  7. I was trying to resize a model (the Jason model on the Extra's CD). I wanted to have everything move proportionately (bones, vertices, etc). I was able to select the model bone in the PWS, select the whole model, and scale while holding down the ctrl key. All the bones and vertices sized accordingly - great. However, the bones no longer kept their control pts - not so great... Anyone know how to resize and keep the bones control pts? Arthur
  8. Sorry I didn't respond to the emails, I just saw them today... I will post here though some answers... Up through version 13 beta 4, importing did not work. It didn't work on my plugins, nor did it work for any other plugins that were installed that I could find. I know that Hash just recently released the non-beta v13, but I haven't yet tried the plugins to see if they will import. Exporting seemed to work fine. If you were testing with version 13 beta, then you must have the yeti cd and be able to run AM v12. Importing and exporting do work for v12. What application made the original models? What format (binary or ascii), if you know, is the file in (some formats support both an ascii and a binary representation)? I will try to be more receptive to my emails, sorry it's taken so long to reply. Arthur Walasek arthurwalasek@comcast.net
  9. I was hoping that this issue had been fixed, but alas it was not (in the later releases). I finally downloaded the old DirectX SDK and installed the mview.exe application (I will put it up somewhere when I get home so others can have a download link to it so they wont have to download the whole SDK to get the one mview.exe program). It worked great except for one problem. I am using the Jason model from the Extras CD. It appears as though the eyes section does not move with the rest of the model (they stay in their default position). Perhaps it is a naming problem for that group? Perhaps it is duplicate groups covering the same patches? I'm not too sure, but it should be trivial for you to try out for yourself. Use the Jason model and create a simple animation where the head moves... and export... I really didn't think that other viewer would help... I was very wrong... Anyone having any weird problems should use the old viewer and export... I learned my lesson (RTFM and believe what it says ) Thanks for the help, Arthur
  10. I'm sure this has been discussed somewhere, but I'm trying to export animations using AMTex. I have been able to export the model fine (without animations) and everything looks fine. As soon as I add the animations, the exported .X file animations distort from what I see in AM. This isn't a simple, hand moves too far - they are completely off (like IK -vs- FK). They also distort the mesh of the original model. I have tried it with a couple models (Lambrina from main CD, and Jason from extra CD) with very simple animations (just moving the arms in the air). Anyone have any ideas on this? If you need the .X files, I can upload them somewhere for you to take a look at. Arthur Walasek
  11. Texture Maker??? (edits: Nm, found Texture Maker. It will allow and help with the creation of a bump/normal map. Do you take this map and the texture and blend it together to make 1 map that has both the texture and normal map???)
  12. I would be curious if you continue to use the .X format for your models for your game. I am currently trying to do that, but am running into a common problem with the .X format - it only *really* supports texture maps - no bump maps, specular maps, etc. I would be curious to find out how people who are using the directx .X format handle these issues. (I can store them in a seperate location outside .X, but that seems like a waste to me)... Arthur
  13. I am looking to not reinvent something that already exists. If anyone has any c# code that reads and stores the data from an obj file (ready for drawing) I would appreciate it. I do have the glm.c file and my own obj importer/exporter, but was hoping to save a couple hours... Let me know... Arthur
  14. Im just wondering - as I haven't tried this, but couldn't you use the AV2 export/import to convert the geometry? It sounded like that is all you wanted to convert... Arthur
  15. Thank you, thank you, thank you... That is *exactly* what I was looking for - the golf ball is perfect... (I knew there had to be an easy way to do it) Arthur
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