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About GruberR

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  1. Hi! I finally got a few minutes to install and try out the latest v16 beta. Now while it does seem to work from what I can tell so far, it has an "issue" I could work around on the v15. Upon launch, Windows tells me it had to "disable Aero color scheme due to an application not being compatible with it" and restores it when A:M exits. This is more annoying than a real show stopper but with A:M 15 I could switch to Direct-X rendering and work without that issue. More than that, the OpenGL render in v15 used to stop working randomly after a few minutes and I was left with empty windows. v16 doesn't offer me to switch from OpenGL to DirectX anymore, so that issue might become a severe bump in the road which is why I'm posting this. I have a rather tiny graphics board here so it might be that the GPU or memory isn't up to the requirements so what can I do to validate if it's my card or an issue in the A:M in combination with my card? I think I have used OpenGL based programs without any issues before... Greetings, Roman Gruber
  2. Hi! I'm in the process of preparing for my first (hopfully paid!) commission and of course - as it is with such first-time commissions - money is tight with my client and time is scarce with me. Since I need to do the animation and several technical models already, I was hoping to find a reasonably well done, free (or at least cheap) male character model to use. I'm not at liberty to discuss the specifics yet - it is a "product presentation" for an upcoming product is all I can say right now. This model doesn't need to have a facial rig (even the face is optional and can be very generic) but the body should be realistic human shape with - preferably - some sportswear no "full nudity" required, it *is* a serious project. Rigging is optional - I can do with TSM2 if the model doesn't have a rig. I already searched the forums and could find only toon or semi-toon style characters. So here's the big question: does anybody out there have such a model around? I'm not asking to have something like that created, I *do* know how much work that is. And on a related note: how are the licensing terms for the models on the A:M extras DVD/download? Specifically modification and commercial use. Greetings, Roman
  3. GruberR


    I'll jump in - in hope to save somebody some time Generally, you have to select the five cps that make up the patch and then click the "make five point patch" icon (lower end of the modelling toolbar, the pentagon shape) The problem is that there are a number of internal rules before a five point patch can be formed and the icon will only turn active when the selected five cps meet all the expectations of A:M - Personally I had the best results when selecting not only the cps but als the splines in order - i.e. click not only on the cp but on the spline next to it - the cp turns green and the spline will also be highlighted. Then hold the shift-key and do the same for all the other patches in order. That's how it works for me 97% of the times. Greetings, Roman
  4. Greetings! Since I couldn't find any posting about this and came up with a working solution I thought I'd share - hope this is the right place for it. The problem was: How to easily animate an analog clock (hour/minute hand) without having to calculate movement. Think of a "time-lapse" kind of animation that should show a realistic time of day. My solution: 1.: create two bones in the clock model: "MinuteHand" and "HourHand" and attach the CPs. 2.: create a "percentage" pose on the model, call it "TimeOfDay". Use "settings" to set te maximum value to 1440 (60*24 minutes to cover the entire day) 3.: select the minute hand bone in the relationship and set the rotate-y property to an expression. "..|..|..|..|..|User Properties.TimeOfDay*600" 4.: repeat step 3 for the hour hand and set "..|..|..|..|..|User Properties.TimeOfDay*50" Expressions might not do much for the character animation but they can ease mechanical prop animation. A more complete reference for possible values would really be nice. Would there be another way to do the same without keying the hands every 90 degrees and still use only one slider to set both of them? Kind regards, Roman Gruber
  5. A side note to transparent PNGs from Photoshop: I have found out (through programs that don't support transparent PNGs) that the color channel usually contains garbage in the "fully transparent areas". This isn't an issue normally (because these are invisible anyway) but maybe the displacement map ignores the transparency information and uses the "garbage" to displace the surface? My 2c...
  6. I have discovered an issue with an "AFX_MANAGE_MODULE_STATE" (cited from memory) it works now. Don't know which sample I used to copy/paste that line but it was wrong. I have changed that as well. But it's still a strange way of handling a "false" return value IMHO. Greetings, Roman
  7. OK, it seems to work. See: Plugin posting.
  8. OK, I don't know if it's "standard" but it works with Terragen 2 (I have a licensed version that supports animaion and full resolution renders, I don't know off hand if the free version supports animation) I decided to slightly modify the provided "RAW" export plugin. The math might be incedibly funny and complicated (hey, I'm no math major ) BUT: I have a little problem here. When I call the "SaveRequest" function to prompt for a filename, AM becomes unresponsive AFTER the user selected a filename. I have validated it, no other plugin code after the call gets executed. On a related note, if the user cancels the selection, AM will call the plugin nother two times. I might have missed a setting in Visual Studio (I use 2008 by the way) but since every other operation works fine, I doubt it. Attached is a quick test-render, combined with Premiere. One of the frames didn't render in TG so there's black background for a bit.... Greetings, Roman
  9. Well, after countless tries I've downloaded the A:M SDK and took a look at the provided source code (thanks!) - the "export camera as RAW" plugin is hard-coded to export only the first 30 frames! I wonder if anybody has EVER used it... Besides ther's a comment in there: "Dan: finish implementing this" for the depth of field vlaues. It seems that the plugins don't have access to these properties... I'm tinkering around a bit with the format now and have already managed to get my own little export plugin to be loaded and executed by A:M, also I have found out about the format that TG2 uses (.chan) and have successfully created one by hand. Now the last step involves some math to convert the A:M data into suitable numbers for TG2... Greetings, Roman
  10. I tried several Google searches - but nothing even close to a file format spcification came up. Blast them for using a generic extension like "raw" True, but if somebody has an idea where to look for the specs it would be more reliable. There are a bunch of "0" values in there even though I animated every aspect of the camera... I didnt even find a way of creating a BVH file from my animaion - the camera only has the "raw" export - which ist simply too short as well. Yes, just about any of those. But most (if not all) of them refer to pretty old versions (2005/2006) whereas I'm running current versions of both packages. Thanks for the fast reply, Roman Gruber
  11. OK, after literally hours of searching specs and the internet I just have to post my problem: What I'm trying to do: I want to do a pretty simple animation, a "walk through" through a virtual building. I have the building modelled already and the camera movement is easy enough to animate (constrain to path, look at...) BUT: the scene is supposed to start outdoors and I'd really like to use a nice landscape created by Terragen 2 as a backdrop. To combine the two outputs I would of course need to replicate the camera movement from A:M inside Terragen. Here's the first problem: A:M has an "export" feature on the camera inside my coreography and it writes a "raw" file. Terragen would like to import a "mov" file. Here's the second problem: A:M always exports 30 entries in the raw file - I take it it's exporting one second with 30fps worth of data, although I've set just about every "duration" and "range" option to 53 seconds and my project is set up for 25fps. I'm capable of writing computer code - so I could build my own convertion tool for the raw/mov conversion but I couldn't find either file specification... Any ideas/pointers? I even tried exporting my building in various formats and place it in Terragen as an object but not a single format could be read. Greetings, Roman Gruber
  12. Well, mostly the unique anatomy requirements for the character. I don't really want to go into a whole lot of details here, but if you mean "proper rig" as in "reusable" and "automatically balanced": that I don't need in this case. Just a few quick constraints so that IK doesn't mess up the bones on every little animation is enough in this case. It's not a feature length animaton anyway, just some unique poses with in-between aimation so no need for reuseable stuff anyway Still, if there's an easy way of building joints without spherical constraints I'd be happy to know. Besides, I better understand software by trying something "the hard way" first. So I *know* what's easier or harder the "common way" and can help myself with minor issues becuase I understand what's happening then (I hope) Mark: Thanks, I didn't make the connection to the "on/off" pose, that works!
  13. Hi! I put this in the newbie section because it seems an RTFM question, but I couldn't find an answer in that FM... Here's my problem: I created a little character model, added bones to it (created a bone hierarchy even) assigned CPs (weighted even) and would be all set to animate. BUT: I would really like to have the bones constraint to certain movement ranges. According to the manual, the spherical constraint seems to be what I need. And here's where I'm stuck. It seems that I can only add constraints to a pose or an action... not the rig (bones) in general. At least I couldn't find any info an that. Thing is I don't want to create any specific poses and or actions for that model. It's sort of an animate once thing but without any constraints even bone based animation is *hard*... Am I missing something here? If so, what???
  14. Thanks for the quick reply! I'll try it tomorrow - it's 12:30am here - and let you know! That did it! Thanks! But I noticed something: To make the new pose slider work in the choreography, I had to delete and re-add the model there. As long as I kept the original "shortcut to model x" in the choreography, the pose slider did show up but had no effect whatsoever on the rendering... so maybe my approach worked as well - I got to try it out when I got the time again. Thanks anyway, the hint with the pose did bring me new knowledge! Sincerely, Roman
  15. Thanks for the quick reply! I'll try it tomorrow - it's 12:30am here - and let you know! Sincerely, Roman
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