sprockets frosted donut medals buildings Rubik's Cube Nidaros Cathedral Tongue Sandwich A:M Composite
sprockets
Recent Posts | Unread Content | Previous Banner Topics
Jump to content
Hash, Inc. - Animation:Master

jakerupert

Craftsman/Mentor
  • Posts

    1,530
  • Joined

  • Last visited

  • Days Won

    2

Everything posted by jakerupert

  1. the plugin is called "Merge and Purge" groups. Here it is: The other one is "Merge and Purge decals also very handy! Just put them into the hxt folder then run it in your modelwindow under plugi > wizards >MaPg MaPD.zip
  2. Use shift /slash for selecting all connected cps. Also by using the " purge and merge groups" plugin you get rid of all "unused groups" automaztically..... great timesaver of otherwise tediuos work.
  3. >...and if it are quite many, have a look at the "Select"-plugin which holds an option to select all the 5-pointers of a model.
  4. After CFA you usally should use the plugin "purge and merge groups" that will delete all that unwanted doublegroups and color the notcolored patches in the middle. Then you usually just have to add some still uncolored 5 pointpatches by hand (click shiftkey)
  5. Hi all, Does some of you have a model of the Starsky and Hutch Ford Gran Torino maybe , that he could share? Else maybe I could use an obj from turbosquid or similar and import as prop. Guess I would have to exchange the tires in order to rigg some suspension then. I want to experiment to pose it toonshaded for stills for some comicpages..... Thanks for some help and advise...
  6. >Stephen is still making people go, "WOW", but he's doing it in Blender now. I was always hoping for him to make it bigtime. Glad to hear, that he is still at it. (Also wondering about Jim Talbot by the way)
  7. Hi Bobby, Very nice look of the tree. I admire your style. Are you working on a short, personal stuff, experimenting?
  8. >I'm hoping to use these guys in the Unity game engine. Great charas and movements!
  9. no, its just bump and displacementmaps. Thanks for your compliments!
  10. >Yes, these are all GIFs, Matt. I use the AVS converter, which is very easy to use but doesn't provide frame by frame editing, which is a shame. I'm looking for a cheap, or free, gif editor which provides easy adjustment of individual frame timing. Mainly:(Import Sequence as layers, export as angif, set time behind each frame)
  11. Hi Matt, Great presentation! You really are the BIG SCALE MASTER!
  12. Its a pity, but there`s no 16 CD anymore, so you cant use AM on different computers anymore with that version. But maybe Hash is evaluating other solutions like the usb dongleversion. Theres no news on that up to today though...
  13. Hm, I have just the same seting like you, but still mine looks far too bright and washed out? Solved it!!!
  14. Thanks a lot!
  15. Hi David, very nice models. Arg, I forgot somehow, how to get this nice claylook. Could you please help me, get on track again?
  16. Hi Mark, Have you ever considered kickstarter.com to fund your endeavours?
  17. (Wow Brian, what a carrear and what a showreel! I am quite stunned and absolutly totally impressed!) Sorry Rodger, don`t want to kidnap your thread......
  18. -In my idea for a gameworkflow involving A:M as rigging/animation tool I was refering to this very interesting tutorial: http://videogameartist.wordpress.com/2011/...eling-tutorial/ This is quite interesting but strictly polybased with other apps, so please ignore if not apropriate. -Related to the problem, not being able to really use advanced rigs like TSM and squetch with the x-porter, I ask myself, if a "baking function" for bone movement would make sense, so that you would be able to just export the bonemovement together with the action?
  19. Outstanding work! You have perfected the overall looks to a very, very beautyfull standard now! I agree about the pacing,though, that that`s a little too slow sometimes.... Its a common occurrance, that when you have invested so much time and effort into your pictures, you tend to have them appear on the screen for too long, something pschychological I guess, that I find doing often myself......;>)
  20. 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?
  21. >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?
  22. >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?
  23. >I have been playing with the idea of adding a donation button,
  24. Maybe 3 d coat also is a possible way to go from A:M to unity?
  25. >Is there any difference in the obj importer/exporter in AM between 15.j and 16?
×
×
  • Create New...