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Hash, Inc. - Animation:Master

Fuchur

*A:M User*
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Everything posted by Fuchur

  1. What happens if the stars behind "Won Contests" fill the whole line? *Fuchur*
  2. In the Manual you can find some tutorials. Other Tutorials can be found here: Modeling-Tuts Some are offline, but some are still on. Depending on what you are searching for, ARM can help you much. There are other websites of course... If you like it printed and very well written: David Rogers - A:M 200X *Fuchur*
  3. Intensity will dim the light. Fall off will handle how far the light will shine / or better how the fall-off of the light is. -> The transition from effected to not effected areas. You should have a look at the lightening-tutorials available (see for example here) and you should have a look into your manual or the technical reference. Another good tutorial can be found by the link which was postes by Caroline earlier... it is a good startingpoint. *Fuchur*
  4. You should activate the "Draw" -Toolbar. Rightclick in a free area where the toolbar could be and activate "Draw" and "Views". You will see how useful they are. *Fuchur*
  5. Which Blend-Mode did you set? Add, Replace or Blend? I would play with these settings... Have a look if the action is set to the right frames ( red bar indicates where it is sitting). *Fuchur*
  6. No, not in the current version. But you could use the standard paint tools to paint grayscale displacement or bump maps. Filip Hi Filip, is something like "Realtime-Displacement" on your schedule, or is that just too difficult to programm? *Fuchur*
  7. Very cool! I like the eyes and all other things... *Fuchur*
  8. There are two versions of the A:M-Disc available. The first one, which will come out before the new A:M version is in final-stage has a "old" version on it, but is allowed to update to the newer version. That means, in the end you bought v14, but on your CD there is a version of 13, because v14 wasnt in a final stage. Hash only but "final"-stage (that doesnt mean totally bugfree, but better than beta or alpha-versions) on the CD. The second one is the one when the new version is in final-stage. Both CDs have equal update-rights, so it doesnt make much of a difference for the customer. The good thing about the first CD is, you than own two versions + alpha & beta-versions of the next one. The second CD only gives you one version + alpha & beta. *Fuchur*
  9. Two or more hooks in one patch are allowed but not well layouted splines anyway... sounds very nice! *Fuchur*
  10. The depressing thing is: I can constraint the object to the second path and it even works... the character flows on the second path like it should, but it doesnt work with the second walk-cycle... maybe I should write a report on A:M Reports. Anyway, thank you for the workaround. That helps... See you *Fuchur*
  11. Hm, it seems as A:M doesnt know, that I want to use the second path for the action. I moved the action around as you said and it is visible when I throw it to the time when the first path-constraint is active. But the second one is not recognized. Any tipps? *Fuchur*
  12. Hi! I have a question. I want to use several actions in one choreo on one model. I have got two pathes. One for the character to walk into the scene, and one to walk out. I although have got a walkcycle with stridelength... Inbetween there are other actions to keep the real animation in. The walk in and the animation itself worked nicely. Now I want to let the character walk out of the scene... I gave the character a constraint to the path and now I want to make the walkcycle action active. But the action isnt available... It is there, I can click on the part where it should be and see the selection-frame, but I cant see the red bar which indicates the length of the walkcycle-action anymore and the action isnt effecting the animation. Can someone help me? See the image for further informations:
  13. What do you mean with "write them down"? Do you mean save them or do you mean "write them on a sheet of paper"? That would be quite complex because A:M makes many keyframes on even a simple character. You can see that if you click on the "Make Keyframe"-BUtton with the Shift-button pressed. There you will see a number (something like "Make for Filtered channels (2000)" or whatever. A way to fight against crashes is however the Autosave-Plugin from Mister Gross. (LINK TO HIS WEBSITE). It can be setted for a project and it will than save the project in a defined timeframe. Of course it is never a mistake to save in several files and save it after every bigger change. *Fuchur*
  14. You can of course render in Shaded-Mode. You can set the Polys-Per-Patch-Option to 16 and render with it... it will be the fastes possibility very near to realtime. But it will of course only be a preview to see if for example animations are well done, etc. *Fuchur*
  15. 1600px x 1200px is realy large... near HD but not really HD... (Full HD(1080i/p) would be 1920px × 1080px). Depending on your codecs and the compression-settings this resolution will force most older computers to its limits or will even not run smooth. I would use 720p-standard for HD-TVs (1280px × 720px) or for a non-hd-tv PAL/SECAM/NTSC-Standard (depending on your country... PAL/SECAM: 768 × 576, NTSC: 720px x 480px) For computer-screens you are very variable... but 640x480 or 800x600 is most often enough. Youtube is using even a smaller resolution (480 x ???). *Fuchur* PS: To be correct: PAL/SECAM/NTSC are color-norms and they dont define resolutions. The resolutions are defined by black/white-norms. But most people doesnt make a difference there because PAL/NTSC are most often used with a certain black and white-norm.
  16. Hm... I would say if you only want to blur one object in your scene and everything else should stay sharp, you should render in two layers, blur the layer with the object and combine it with the one without blur in AM oder AE. *Fuchur*
  17. Hi! First: MAKE A BACKUP-Copy of the *.prj-file... this is important if you do something you didnt intend to do! You can try to open the *.prj-file with notepad or another texteditor (a more advanced one will help). You will easily see the filestructure and you can go to the model and see if something looks different. If you see something(for example a string which isnt complete or a CP/Splines with less entries than the others etc. with, you will be able to delete the rest of the model or the specific spline. Now you can try to open it again. The Spline you deleted wont appear, but it is possible that you made it readable again through that. Test it out... it doesnt have to work, but it can. *Fuchur*
  18. Of course both models have to use the same bone-system and the same poses, etc. to work properly. After that you can just change the shortcut to the model and the animation will be transfered to the real model. *Fuchur*
  19. If I am not wrong, you could use a map in v10 to direct the hair in the right directions. But I am not sure where to get the tutorial from. There was a little application (based on Java or something like that in the internet) which could produce this hair-maps... anybody have got a link to there? *Fuchur*
  20. Less is more... that is correct. But usually there is no limit in any direction. Less splines are better to handle for you, so you should aim for that anyway. I think the rebuilding was the solution. Maybe there was a corrupt patch or something like that involved... a bit odd, but it can happen. It would be interesting to see, if it would be the same when you rebuilt the model with equal amount of splines... but if you got your problem solved it doesnt matter anyway. *Fuchur*
  21. Polygon-Models? That will take much rework. Exception: It doesnt have to be animated. Props are working out okay. You should try to import some files before you buy something. There are import / export-plugins for: *.x-files *.3ds-files *.obj-files *.lwo-files *.ply-files and maybe some more I am not aware of. BUT try it with a free file before you buy anything. Polygon-models have a too high polycount and doesnt have any continuity-informationsn in them. Both things will prevent A:M from performing and showing the models very well. If the model is a low-poly-counted, it can be prepared to behave well in A:M. You can always use the poly-model as a 3d-rotoscope of course. Some free poly-programms can reduce polygon-counts. So that is another option, but that is NOT perfect. *Fuchur*
  22. You should use the pivot-settings (if I understand you right). That should move the pivot to where you want it. Or you can just delete the group (not geometry, only the group) and recreate it. The pivot will be centered again. *Fuchur*
  23. I think that $99 is a very good price. It worked quite great for 3dpainter, it has a nice flow (less than hundred even not really less) and I think it would be a good pricetag compared to A:Ms pricing which is a factor, even if it is not the biggest one because you want to sell it for other packages too. "Time spent" is very difficult to split correct, because you dont know how much you will sell. With 1000 copies it is different to 100 copies and so on even if it would be a very reasonable pricing-strategey. *Fuchur*
  24. Very bright contact lenses? *Fuchur*
  25. Amazing! Very cool programm! *Fuchur*
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