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Everything posted by Fuchur
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This is not possible till now, even so it would be cool... I dont know if it can be done by OpenGL or Direct3d, but if, it would be cool. For now you will have to use Shaded-mode or shaded-wire or (like I most often prefer) wireframe... Yes it is sometimes a bit tricky to see the geometry and imagine in right, but that is only a thing to learn. *Fuchur*
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The problem with that approach is, that you are not very flexible... it is best to make every Mouthshape in its own pose. There are of course exceptions like when you do a smile and an angry mouthshape, or something... because those two wont be used at the same time, they can be used on one slider. 0% is the startingposition, so dont change this and 100% is the mouseshape you want... for example an A. Make that with every more important letter... some can be combined together like A and H for example. O and U is although possible, and so on. Now just blend them in the Action or Chereo like you want. If it is then a bit annoying to use all of them, you can make a different pose and just set different poses under this new pose. So you can combine the many different poses to one new. Example: You have "Eyebrows up / down", "Eyes open / close" and "Angry Mouth / Smile". You can now easily make a new pose called "Angry Character / Happy Character" or something like that by combining the three under the new pose without moving CPs around in "Angry Character / Happy Character". If you need more "space" on your Slider, you can rightclick on a Pose in for example the timeline(is a bit tricky here, because you have to select it with a left click first...) or the poseslider-window and use Properties or something like that. That will open the properties of the pose where you can set the start and ending-point of the pose. There you can easily set in -100 to 200 or whatever you want. In the end it doesnt make a big difference to 0-100 but it just helps you to get a better overview... *Fuchur*
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As Nancy already told you: 0-255 are the grey-values between black and white. So you need 256 different possibilities to save these informations. 2^8 => 256 -> so you need 8 bit. This would be a greyvalue-image. To get an RGB-images you need 3 Channels (red, green, blue) -> 3 * 8 bit = 24 Bit. To get transparency to work you need another grey-channel which will handle that. White areas will be solid, black areas will be transparent. -> another 8 bit... = 32 bit... And now ask me why a PNG-images with only 24 bit can provide Color and Transparency... I dont know neighter (Anyone knows about that?) *Fuchur*
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Sounds like a very serious graphic-driver-problem... First I would try to change the driver under "option->global". Direct3d or OpenGL... whatever you are using currently... Be sure you are using the newest graphic-driver for your system. *Fuchur* PS: Grid and Co can be activated in the "Draw"-toolbar. Just click for example next to the play-bar at the bottom of the screen with the right mousebutton and choose "toolbar->draw" (I recommend to activate "View" too... I am not on a Mac so I cant help you much more... "New relationship" has nothing to do with CP-positions or so... it is used for poses, smartskins, etc. but just start with the TAO to learn more about these things... relationships arent necessary for the first steps with A:M...
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Very cool... the only thing I see is, that he is rising his toes a bit to much for my taste. *Fuchur*
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As far as I know, every 32 bit-programm will run on a 64-bit system... just not the other way round... *Fuchur*
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I assume you are using photoshop: 1.) Load your image of the leaf. 2.) Doubleclick on the Background-Layer to make it manipulatable (so you can delete the not needed background and make the layers background transparent in photoshop. It is easier to manipulate and select your leaf that way). 3.) Select the leaf for example by using the lasso-tool or the magic wand. 4.) Go to "Selection -> Save Selection". 5.) "Name" is for example Alpha. Leave the remaining things like they are. 6.) Save your image as a TGA with 32bit (->important). You can look at your Channels-window (another tab near the layer-window if you activated it under "window") to see the alpha. It should be white where the leaf is and black where the background is /was. This can be done manuel too, by creating in the channel-window a new channel, make the other channels (R G B RGB) all invisible. Now you can paint directly on the alpha-channel. White means fully visible, black means not visible. Greys inbetween are transparency-values. If you have many pictures of a leaf you want to manipulate this way you can try to use the macros of Photoshop for a faster access. Macros are predefined steps which will be performed by Photoshop on several different images. In the end you have to hit a "record"-button before you do the steps above. After that you can just stop the record and apply it as a macro on every picture you want. It will only be practicable with a leaf which has a huge differnz in color to the background and if you use the magic wand-tool. The macro can only work with images which behave the same way on the same comment. *Fuchur* PS: Another possibility is to use png-images(24 bit) instead of TGAs. You dont have to assign an alpha-channel here. Just make the background transparent in Photoshop and save as a PNG with transparency. I think A:M v12 or something like that first introduce the import of png-images.
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Yes that should be the SN. *Fuchur*
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-> Studi from Peugeot -> Peugeot 1007 -> new Audi TT And many other cool cars more *Fuchur*
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You can find a rig on your A:M CD. For example under 2001Rig or the SquetchRig... (SquetchRig can be found on the forum as well...) BVH is a motioncapture-file more or less like an action. You can store motion-informations in there and later you can constraint the motiondata to your rig. *Fuchur*
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The PWS-Tree-Symbol (show more than drivers-symbol) is one of the most hidden and most powerful things in you PWS... It can be found if you for example make a new pose, go to the Relationship-Action which is temporarly there when you click on the pose itself / the relationship of the pose. At the action click on the PWS-Tree-Symbol next to the action which is marked with a red cross. Now you can manipulate many things like surfacecolor, the percentage of a decal and so on. If you model has decals on it you will need to give the decals a new image equal to the first one, but with a different "main"-color. (That should be done in your 2d-graphics-programm, for example Photoshop.) Than you can change the percentages of the two images under the decal and by that blending from the first to the second one. *Fuchur*
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Had fun making it too Thx everyone... *Fuchur*
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Right... you got me there... but he is a walking key-fob... so anything is possible Even driving a car with very short legs... *Fuchur*
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Thanks The time I worked on it was separated through several other practical works for my UAS but I think effective worktime should be about 8 days (8 hours) without rendering of course. but I cant really say it because I had lectures etc. during the time we made the movie. We had some trouble with the time at the end of the clip and so we ended up staying in front of the office of my professor, burning the DVD and the DV-cassett while other groups where presenting their work We managed to be the last group to present our project and so we got the DVD and the DV-cassett working just in time with some smaller errors in the video... but they werent noticed So afterwards I solved the errors and gave my professor a better DVD with a nice menu, a short "making of" and some infos about A:M. I hope he will look at the infos and maybe think about buying some licences of A:M... but I dont know about that... *Fuchur*
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Hi guys... just wanted to show something off which I and a friend (S. Rosenblatt) made with very short deathline (so some of the animations arent very good) for my UAS with A:M. It is a LiveAction + CG Video. It is about 20 MB in size and compressed with Divx 5 and WinRar. Enjoy: - Download - *Fuchur*
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The animation could be done with a decal which would just be set to 0% and than to 100% *Fuchur*
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I saw the bigger version of the image you showed there in another thread. What you are expierencing is a realtime-refresh-problem, if I am not wrong. Just minimize your model-window (etc.) and maximize it again and the problem should be gone. This is not a feature, and not a real bug. It has to do with your graphic-card. You could although try to switch the drivers under "Options" if it occure a lot. *Fuchur*
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That looks like a preview-rendering box, if I am not wrong... but I am quite sure you now about that, right? *Fuchur* PS: You can always open a second window, go to "window" and tile it like you want. So you get different views...
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Was it a window (with the close-bar in the upper right) or was it just a smal area? It it was just a small area, it can be a realtime-problem. It can most often be solved by pressing space or by clicking on the window-icon next to "close" and "minimize". After that you can maximize the window again and the problem should be gone. *Fuchur*
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The CD will give you the update-rights for about one year. since the CD is out (not when you buy it). So with the 2007-CD (Oz-CD) you will be able to update till something like february or march 2008. Most likely Hash will give you the oportunity to use the Alpha-versions of A:M 2008 too. (After that you will have to upgrade to a new CD for 99 Dollars). *Fuchur*
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TGA sequence import causing problems
Fuchur replied to Eric2575's topic in Work In Progress / Sweatbox
You are selecting them each one by its own? Just select one and select the checkbox in the left down checkbox "TGA-Sequence" or something like that. That will import it as an image-sequence which is handle like a video. That should normally do what you are after and it should work out right. *Fuchur* -
If you are forced to do it with Polygon-models, you should try the OBJ-format. It is much better suited than the 3ds-format as far as I know. But in the end, it is always (really quite always) better to remodel it. If you dont have to edited or animate with bones etc. you can use the prop-option which works quite well... *Fuchur*
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*grin* "I think the background could use some more work..." That was fun *Fuchur*
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Hi! I have a question and dont know if it is possible to do that. I animated something. Now I realized, that I should use several Chereographie-Actions for my Character which will hold several different bones in them to easily blend between reuseable actions etc. So I want to transfer one "bone" (for example the Animation-Channels of the Model Bone) to another Chereo. How can I do that? I tried to drag and drop the bone to the next chereo, but that doesnt work. I would prefer not to copy pase every keyframe to the new action, so is there a different way? Thanks in advance. *Fuchur*
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Use the Translate-Tool on the rootbone and simultanious the CRTL-Key... that should work. *Fuchur*