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Everything posted by 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*
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Really, really, really amazing! *Fuchur*
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AM made it possible to fulfill a dream
Fuchur replied to ernesttx's topic in Work In Progress / Sweatbox
Nice done my friend Here for everyone who is to lazy to copy Trailer for Subject 99 *Fuchur* -
From my Website: Splines and Patches: Splines are vectorial, non-linear curves. This curves are calculated by the computer. So it is not possible to create edges just 'close' curves. The splines can be manipulated by 'bias'-handlers and Control Points (CPs). A:M works with Hash-splines, which have got some advantages to normal splines. Splines are not the geometry but only the borders of the 'patches' A patch contains of 2 splines and 4 Cps. But Hash-patches can be created from 3 CPs and even with 5 CPs although. Splines are trhough just a few controlpoints and very smooth forms good for characteranimation. Informations of how many of them are there can be found in the modelingwindow if you click with the right mouse button into it and select "Info". *Fuchur*
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Thanks everybody... *Fuchur*
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I had to look it up too It is just a small part of the animation itself. It starts with a closeup on the key bunch lying on a table or something like that. There will be some characteranimation... after that someone will grab the key bunch and there will be the blurry stuff and than the key fob will be free from the key bunch on the ground... On the Close-Ups I will use CG but I am not quite sure what to do on the blurry parts... *Fuchur*
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Hello guys... I have a basic question, so I thought it would be best to post it here. I want to combine live-action with a CG-character. The CG-Character is a simple one like Thom from the cd... (a bit more complex so, but doesnt matter...) The character is connected to a bunch of keys (key fob). A real person will throw the bunch of keys into the air and fetch it again, etc. There will be some detail-shots of the keys and the key fob. Now my question, What would you do: - Would you try to use a real key fob and key it away? After that, use the video as a rotoscope and add the 3d-character above? (I have a key fob which I painted violett/pink [a color that wont appear my image...]) - Would you model the whole key-bunch with the key fob in 3d and add the whole thing to the liveaction? - Would you just use the key-bunch without a key fob and add the keyfob afterwards to it? Thanks for any suggestions... *Fuchur*
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Thank you! I learned a very useful new trick *Fuchur*
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Hi! I am a long time user of A:M but sometimes even we have newbee-questions So: How do you set the pivot of a model to a new position? When I model a character and rig it and than I want to reset the pivot of the model (in the model-window) to a new position so that for example the feet of my character are at the 0 / 0 / 0 point. I could translate the geometry and after that the bones with a translate-comment on the highest hierachy-level, but I wounder if there is a way to just set the model-pivot with a number-input like "Set new pivot to 50 cm lower."? Thanks for your time and your answers *Fuchur*
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You can make a Screenshot by pushing the print-button on your keyboard, than go to photoshop, or you favorite Graphic-programm and paste it there... *Fuchur*
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If it already takes 30 min. I wouldnt use multipass... You are rendering with AA normally. That means, A:M tries to get rid of the stairs-effect at the corners of the models by "bluring" them a bit. Multipass would render the scene several times and A:M will be able to make a better not aliaised edge. Try it with a simple still, and you can see what will happen. Multipass can be set to a quite high level, providing a very smooth edge-look (only in terms of the stair-effect) but a 9-passes multipass will take about 7 times longer than a AA for some models. (depending on the scene). Multipass is very suitable for stills and if you set it to for example 16 Passes, the image will look better, but it just takes much more time. *Fuchur*