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Hash, Inc. - Animation:Master

jakerupert

Craftsman/Mentor
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Posts posted by jakerupert

  1. Hi Fuchur,

     

    In your workflow I see, how you will get from poly to patch/spline with A:M `s (would be) retopology tool, but then you have an A:M model.

     

    I don`t quite understand, how you will be able to get back to Poly then, besides from the allready exsisting ways of obj, mddd, x

    export? How can you take the animationdata and transfer it back to the basepolymodel you used for the A:M retopology?

  2. >If the obj importer could identify a single vertex on an edge and create a hook and interpret a 5 point n-gon and create a 5 point patch I think this would solve most of the issues.

     

     

    This was the main reason, why Hash retracted from cg talk, because he was fed about about these endless discussions and lack of understanding, why A:M doesn`t fit into the polygon world workflow.

     

    I don`t know of the status of today.

    Maybe we could ask Yoda and Fuchur, if some featurerequests in that direction would make sense.

     

    It seems to me, if a bridge could be build (and the new mdd is promising), there could be a pipeline for building gameassets in that form: model highpoly models in one of these specialised sculpting apps>retopology that to lowpoly> bake and transfer all the highpolymaps to the lwopolymodel> import that into A:M > ANIMATE ALL GAMEMOVEMENTS EASILY IN A:M >and export as FBX to the gameengine.

     

    As I said, its possibly out of the range to achieve this, but why not ask?

  3. >If the obj importer could identify a single vertex on an edge and create a hook and interpret a 5 point n-gon and create a 5 point patch I think this would solve most of the issues.

     

     

    This was the main reason, why Hash retracted from cg talk, because he was fed about about these endless discussions and lack of understanding, why A:M doesn`t fit into the polygon world workflow.

     

    I don`t know of the status of today.

    Maybe we could ask Yoda and Fuchur, if some featurerequests in that direction would make sense.

     

    It seems to me, if a bridge could be build (and the new mdd is promising), there could be a pipeline for building gameassets in that form: model highpoly models in one of these specialised sculpting apps>retopology that to lowpoly> bake and transfer all the highpolymaps to the lwopolymodel> import that into A:M > ANIMATE ALL GAMEMOVEMENTS EASILY IN A:M >and export as FBX to the gameengine.

     

    As I said its possibly out of the range to achieve this, but why not ask?

  4. So I guess using some basemeshes of quadpeds or twoleg figures for instance, export them as obj or x file

    and refine them over in that other app to create some monsters Rhinos etc. and get the retopo back into AM

    could also make sense, right?

     

    Have you tried the .x porter from Fuchurs site yet?

    Maybe he will give better result then obj....

  5. In my opinion, you don`t have to be too overrealistic about the swordsweigth, as long as it looks convincing.

     

    You are here in a fantasyworld, where magic or some strange new materials can make a sword like that ligthweigth.

     

    As far as realism in movies is concerned, for instance just look at all these exploding cars and the loads of bullets that are needed to achieve one single hit in a combat.

     

    Nobody is bothering about that.

  6. I am trying to get a hang on weigthing right now...

     

    and find that I unvoluntrily loose the weigths again once in a while, that I just did before...

    also I once had all my bones doubled and I don`t know, what I did wrong.

     

    Any hints from the weigthwranglers around here, how to avoid these traps?

  7. Hi Gerald,

     

    In coming back from my summervacation to Denmarck ( a very nice country indeed with very nice people and so near to my place!!!) I am finding your very, very interesting experiments.

     

    I will try out your game tomorrow at my workcomputer.

     

    All this is very promising.

    I read an article in 3D world mag about the future of 3D in about 10 years and they stated, that moviemaking by then would be most probably realtimebased, so that moviemakers could do their projects in realtime, meaning that the gameengines will be the pacemakers for this development.

    AM could be probably good for that also, so its a pity that Hash doesn`t have enough resources to spread into that field, but maybe

    just make the AM formats export directly into unity would help also?

     

    There once was some contact about this to some guys from unity, if I remember correctly....

     

    (>("although" created with A:M)

    Don`t take me wrong, I would like to be corrected, too, in order to learn the better....;>) )

     

     

    see you

     

    Jost

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