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Hash, Inc. - Animation:Master

Fuchur

*A:M User*
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Everything posted by Fuchur

  1. To let you know: Shaded-Mode uses Polygones to view your geometry... So, if you hit the page-up/page-down-button, A:M will increase the amount of polygones for the shaded-view, which makes your surfaces smoother, but although will decrease the performence of A:M while modeling, animating, etc. The amount of slowing down is estimated by your graphiccard. *FuchuR*
  2. You can peak your splines... that will straight them up, but you will loose the smooth look... the better way is to use the bias-handler of the splines, which will give you a better control, a smooth look but more hand-work... Peak-Mode can be found, if you select all the splines you want to peak and click at the peak-button... -> at the right of your modelling-window... a button which has 3 red Points on it... next to it, there is the smooth-button, which will change to smooth-mode again. Bias-Handler can be turned on by clicking on the bias-button at the top,, where you will see a button which has yellow-handlers around a green button. Click on any (smooth) CP and bias-handlers will appear. move them as you like... and try out the shift/ctrl-button... *Fuchur*
  3. In smaller companies, where most often just one or two persons have got 3d-skills, they need a alrounder... In the larger once, the need specialist with great knowledge of their sector... As most of the people who work in the 3d-industry are employeed at middle or small companies and only very few people (in comparision) work at the larger studios, it is wise to have a good base in all of the skills you need to make something in 3d. *Fuchur*
  4. This is something many people run into... One way is to create a new chereographie-action for the drinking. (If I am not wrong, there is another to, but I think this is the easier one) Go to the model of the knight and then to its action-subfolder. There you can see all the actions and a chereography-action. To make a new one, rightclick on the action-folder... there will be something like "new->chereography-action" or so... The actionstart/end and time-position can be setted at the properties of the actions, or what i prefer, in the timeline-window... There you will find red squares which can be moved, scaled, etc. These tell you, how long your actions will be effecting the model, etc. The second chereography-action you created should be set to start right behind the first one. THan you have to select the second chereo-action. That will activate it as the one you want to edit now. (-> a green sign next to the action in the pws will tell you that) That should help you to start... next thing you will jump into is the transition of the actions... ask again if you have any questions about that... In the end: Path-Movement IS working... you just have to know how... *Fuchur*
  5. Just to mention it: The extrude-tool is at the right side of the modelling-window. It is next to a button which looks like a vase.(the button you are searching for looks like 3 green points and 3 red-points which are connected...) -> the shortcut for extrude is 'E' You will see, that it is not always usefull to extrude something, because the continuity of splines can suffer of that... I wish you a nice time with A:M and that strange but very interesting looking character-design. If you have any questions feel free to ask. Here is always someone who will try to help. *Fuchur* (it's quite early in Germany )
  6. SubPixelDisplacement is introduce by A:M v13 and will do exactly what you are after... for skin you could although use Normal-Maps ore Bumps, if you dont get too close to the skin... For a SubSurfaceScattering-Fake you should ask aaver... He made a very nice candle which looks like light would shine through the surface and illuminate it... I couldnt find the thread where he described how he did it so... maybe he can direct you there... *Fuchur*
  7. Just a question: Since I am not an US citizen and dont have a credit-card... will PayPal or something like that be excepted? *Fuchur*
  8. There is a revolution going on... I know it... The Tiger is going to bite us all! *Fuchur* PS: Just to be clear... I am not from scandinavia... ->germany
  9. GIMMY MORE! Wow... amazing... really amazing stuff boy! What is it? A movie or a series? Cant wait to get my hand on the full version.... *Fuchur*
  10. Very very nice! I like the feel of it and the ideas... *Fuchur*
  11. Just to be the first: I hate you! ... ... for being so well at modeling... VERY IMPRESSIV! Hash should use some prictures of that at the siggraph-demo... *Fuchur*
  12. Fuchur

    Fat Guy

    Hm... is the filesize right? Maybe there was a download-problem? *Fuchur*
  13. So you know the CP, hm? First: Make a copy of your prj-file as a savety when something wents wrong... Second: Use Notepad and open the prj-file in it... do a search for 1318 and look if you can locate the spline and the anchor... Delete them both out of the file and save the prj-file (BE SURE YOU HAVE A BACKUP OF THE FILE!) Try to load the new file into A:M... Second possibility, but I am sure hash can help you there better than I can... There is a "auto-repair"-feature of A:M, which has to be activated manual in the registery... maybe you should ask one of the Hashers about that... it could help you too... *Fuchur*
  14. Is it still done with A:M? I thought they had to use another programm now? *Fuchur*
  15. Looks nice... do you want to port it to 3d? *Fuchur*
  16. I will! Actually I am waiting for HA:MR since you told us about it... Thanks for the info martin... *Fuchur*
  17. Hi! I made a tradeshow-stall-camera-fly-through for a project at my UAS. Please let me know what you think about it... http://www.patchwork3d.de/ -> work -> animation -> LightWorlds Additional images and infos at http://www.patchwork3d.de -> work -> 3d -> LightWorlds *Fuchur*
  18. Once I lost my work of three weeks too... I hope you will find yours, but if not it will teach you to save in several version... Other tipps: Dont save the models externally from you projectfile, or if you do, save your models in several version too... (more work, but if your projectfile will go corrupt, your model will still be alive...) How I do it: - I save everything embedded in my projectfile. - I save my projectfile with a number (like project_01.prj, project_02.prj) at every major-change... You should do this with every document, file, etc. you will create. I lost several *.docs, *.psds and some other files because of some problems... today even if I loose a file, I always can go back to a slightly older version and I dont have to start all over again. I know that wont help to get rid of your frustration, but this properly will: If you start again with your project (if your motivation is back) than the new project will most likeley have a better result than the old one had. You now know, how to do it or where the problems of the old project were. So make it better this time! *Fuchur*
  19. You should have a look at the UV-editor in A:M, because there are some distortions from applying the decal of the wire... otherwise: nice modell! *Fuchur*
  20. Don't know about that (but I am pretty sure hash will allow you that... I just wanted to stop by and say: Nice looking page... clean and prof looking... *Fuchur*
  21. I think, on a make, most people use Final Cut for cutting their movies, etc. *Fuchur*
  22. You should post this to A:M Reports, if you want an answer... in the WIP-session, this topic is totally wrong... Martin wont expect such a thread in here... *Fuchur*
  23. To help you with finding it, because it is not the easiest search after all: Look into that thread: Thread about Importing/Exporting-Plugins You will find a new obj, dxf and lwo-plugin at Arthur Walasek (hope I wrote it correct)-Website... -> Website As far as I know, you wont be happy with the results, even with the new much better plugin... you will get too many patches, which will make it more difficult to animate, rig, etc. Best way: Stay in A:M and if you want to use another programm for anything else, combine the rendered results in post-production (in A:M or for example AfterEffects or Combustion) *Fuchur*
  24. Just a thought, if you didnt use the force-key-frame-in-all-channels-technique... First: Move all the bones you want to animate at frame 0. After that, go to frame 5 and animate the first arm like you want to. Than, force a keyframe or just move the second arm very slightly. After that, go to keyframe 10 and animate the second arm... A:M will only save the keyframes, if there is a channel where it can save them... by moving the bone, you will automatically create such a channel for the bone... (there are several for the different motion-possibilities...) So, if you just move your arms, legs etc. at keyframe 0 slightly (you can even after you moved the bone bring it exactly to the same position... the channel will be there...) *Fuchur*
  25. Giraffes have legs and bodies. Ooh look! The manual has a tutorial on making a giraffe! In the end you will most often work with 5-point-patches there... but as others suggested before: Have a look at the giraffe-tutorial... that should help alot... Or try to find a way by yourself... that will help you to understand how to modell with splines... I did it that way and it helped me alot... *Fuchur*
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