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Everything posted by jakerupert
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Hi Paul, Good news about the BVH files, so you could use an obj export and a BHV action export, to use together in unity, I guess? Cinema 4D I have tried also, but wasn`t able to open the x.file. It says "unknownfileformat". Is there a trick to it?
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So far as I understand it, the only way to get motion out of AM that you can use in a gameengine, is the x.exporter, right? But many gameengines like unity can`t import that. (The new great pointlevelfeature is for movies only) I don`t know, what the genesis act. and .av avatar files are doing, but it seems, that gameengines like unity cant use them as well. So does it make sense to ask for a featurerequest fbx- or collada- or maybe even just BVH export? Are one of these even doable by one man like Steffen in a reasonable amount of time? I think AM could then be a great tool for creating also animated gamecontent.
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Hi Chronos, Your still around? How do I get the x files into the unity gameengine? >AMXtext Dowload Link - 100% legal http://www.patchwork3d.de/html/englisch/pr...kat=9&mid=1 AMXtext = A:M X-Exporter = DirectX .X model exporter for Animation:Master .x file format is a popular 3D GAME MODEL FORMAT to Game Engines and Game Development tools like DARK BASIC PRO http://www.thegamecreators.com/?m=view_product&id=2000 BLITZ 3D http://www.blitzbasic.com/ 3d game studio http://www.3dgamestudio.com/ Torque 3D http://www.torquepowered.com/ Unity http://unity3d.com/
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second trick: select the fivepoints, hide the rest, select the fivepoints a new and in most cases the fivepointpatch-tool turns active. (Edit:Just read, that you already know that trick....) if everything fails, try disconnecting and reconnect some of the cps a new, could help also. Maybe restarting the program could help also. (also sometimes you have to flip normals to make the patch show, if you have "showbackfacing polygons" turned off) >What makes an invalid 5 point patch? Sometimes I found, when I try a few times to select the cps in different orders, once in a while the patch tool will suddenly work.
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How do you make a ski lift work?
jakerupert replied to jnord71's topic in Work In Progress / Sweatbox
Yes, good idea.... -
Techical Help with Decaling Needed
jakerupert replied to UNGLAUBLICHUSA's topic in Work In Progress / Sweatbox
I think, what is meant is the antialiasing at the rims. Its best to make sharp edges and then to leave the antialiasing to AM, if I am not wrong. -
QUOTE > Well, you could always experiment yourself. Don`t take me wrong, my remark was not meant as a kind critic or demand from you to add these things. We are all very gratefull, you gave us that fantastic rig as it is for free!
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Great work! Love the surfaces you generated within AM.
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Very nice! Maybe I would add some blending from the colors of ocean and background from the opening to the boatscene, like the morning slowly downing. A pity theres no foam with the oceanrig yet. That would make it perfect for me. Probably experimenting with materialeffectors and wake materials/maps would add too much additional work to your project for the time being...
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Great style! Still no flatscreens on that spaceship? ;>)
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How do you make a ski lift work?
jakerupert replied to jnord71's topic in Work In Progress / Sweatbox
Hi Bobby, Great example, great presentation, great avatar! Post more often here please. I am no native speaker either and I have never been ridiculed because of my poor english! -
Very cool. Sorry, but what is Flem saying in his gaganswer?
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4-6-4 Steam Locomotive & Tender
jakerupert replied to R Reynolds's topic in Work In Progress / Sweatbox
Nancy, Robert, Thats fantastically easy! Thanks a lot! -
4-6-4 Steam Locomotive & Tender
jakerupert replied to R Reynolds's topic in Work In Progress / Sweatbox
So please allow me to distract a little more. The spacecraft you can see in the second link of my signature, might be too big for smooth handling then? I wonder, if there is a fast and easy way to scale all the models in a chor to lets say halfsize. It would be quite cumbersome to do it model by model. Hm, maybe one action for every model could do it....... -
4-6-4 Steam Locomotive & Tender
jakerupert replied to R Reynolds's topic in Work In Progress / Sweatbox
Hi Rodger, Outstanding model! Will it be used in a movieproduction? Did you model it in relation to reallifescale within AM or to HO scale? Would it matter for anything anyway? (I try to keep my models all "reallifescale" so that I can bring them all together lateron in chorscenes. Running into problems with huge spacecraft though.) -
>I'd like to encourage you to investigate Patch Images as a means of rendering your splines. While the setup takes a little time once it's in place you've gained
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Thank you Robcat, this info is quite reassuring. Maybe its that unusual wide format, that is causing that problem.... (I will try different formats later.) what about that halfpicture-interlacing-tv-stuff? I cant find any setings for this anymore. Isn`t that a problem anymore nowadays? And Nancy, it seems any quicktimemovie gets saved with 25 no matter what you set beforehand....
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>I am guessing that your project rate was 30, but when you compressed with A:M and used the h264 codec, that the frame rate was set to 25 in the QT dialog box?
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Hi Nancy, I created the mov from within AM since I don`t have Quicktimepro on this computer. But anyways I set it beforehand within AM , the final mov always is set to 25. Still I am thinking there might be something wrong beforehand, since I never noted this shuddering that much before. Heres the example from the projectfile. BannerCapCaF25.mov
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One of these days I will have to try to install one of these facerigs that work with Luuks program. I am a bit frightened because its so difficult and the few instructions. and I will have it to combine with my TSM rigs So I guess there is enough interest but its kind of the hen - egg problem, what has to be there first: instructions - interest, interest: instructions. Oops , hope you can still follow me. Also will the Transfer_AW plugin can simplify weighting complex meshes be suitable for simplifying the faceweigthing?
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Anybody finds the time to have a look at the project and see what might cause that ride to be that jerky? Any more insights would be highly aprreciated! Thank you.
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I changed the setup in the QuicktimeRenderseting to 30 and had the global seting to 30 also. Obviously that had no effect on the final mov file that run with 25. Maybe this is some bug? This has no visible difference for the animation though. Have a look at the two movs one with 30, one with 25 sec? I have enclosed a testproject also for your examination (just changed the Capcar to the farmerstractor) Maybe that can help to detect the problem? (Also the single frames) BannerCapCarE25.mov BannerCapCarD30.mov CapCarBanner.zip CapCarTest260411.zip
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Thank you guys for all your thoughts, AM is set to 30 frames and quicktime also. No more motionblurr in the last one. I am beginning to suspect its something about the animation within AM that is wrong. But I am off for easterholidays right now. When I come in freshly, maybe I find a systematic way to check this out.... Happy Easter everybody!
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You mean, this is just a thing of LCD monitors? I am on twomonitor dektopmode, but on a quiet new cmputer, that should have enough graphicspower. I made an animatedgif (which is the finalgoal for my website) out of the png sequence that makes the jerking even more clear.... at least on my computers...
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I don`t think its the motionblurr. Heres the same without, jerking also. Can it have something to do with the aspect? This is set to 1.067 BannerCapCarC.mov