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Hash, Inc. - Animation:Master

Fuchur

*A:M User*
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Posts posted by Fuchur

  1. 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*

  2. Hello dear Scandinavians,

     

    Due to my recent return as forum-warrior I thought it'd be fun to CPR this thread back to life, if possible, to see if any more Scandies have joined the forum (I bet there are a few, I only hope this thread can drag them out into the light).

     

    Also, I'd like to suggest a Oslo-get-together, sometime and somewhere where people can show off their stuff, exchange their ideas face to face and maybe make some "real life" friends/connections (not that it isn't possible to do so trough the forum). When and where will depend on how many, when it suits the attendants, etc. etc.

     

    Cheers,

    Joakim

     

    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

  3. Hm... All of the tools are quite expensive, but worth a look... it is the choice, if you are using a Mac... I would recommend others if you use a PC...

     

    - Adobe After Effects -> For Post-Effects

    - Pro Tools -> use in Movies for Soundeffects, Soundediting, etc.

    - Final Cut Pro -> for the Filmcutting...

     

    This tools are Professionl tools... there are although good freeware and cheaper priced tools, but I only know them for PC... would be Soundforge or Audacity for Audio, Vegas for Filmcutting, and After Effects is state of the art anyway... AE is nice... but in the end you wont need it, if you can handle A:M right...

    However it can speed up some effects if you dont have to use real 3d-Effects but 3d-fake-effects in your movie...

     

    *Fuchur*

  4. Samplitude(quite expensive), Soundforge(300 Dollar or something like that) or even Audacity (free) could help you there...

     

    All of the programms have many filters for frequencies, FFC, Pitch and much more... that can help you, if you know how you have to change a voice of a person.

    Take a look at it...

     

    Several Tips I know so far:

    - Use Pitch to make the voice "higher".

    - Use for example an FFC-Tool to lower the amplitude of the deeper frequencies

     

    You have to apply the filters by hand, but it should give you a more or less nice output if you give it a bit time.

    *Fuchur*

  5. I've been modeling a face using the Cooper face tutorial (which has been very helpful, by the way) over the last few days, however, for some reason my project file won't open today. A:M starts up as always, but right in the middle of loading the project, an error box reading "Error in model file, spline attachement. anchor= 1439 cp= 1318 Atempting to continue." (I didn't misspell those works, A:M actually did :) ) appears. I click OK but suddenly the program crashes. Anyone know of any means to save a model file embedded in the project file so I can save my work, or at least part of it? Thanks a ton!

     

    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*

  6. I was wondering if there is a way to convert a 3D Studio Max file to a readable A:M file. I don't know if this is the right place to discuss this but there's a model I've been looking for forever and it's a .3ds file. :(

     

    Sure you can...

    You wont get many answers, because that was discussed thousand times before, but in short:

    Right-Click on a empty model in the pws, go to plugins, than import, than 3ds.

     

    But be warned:

    A:M can't handle so many "polygones" (better patches) very well and you wont be very happy with the result, I think... but you can test it out, if you want to...

     

    There are of course other plugins for other file-formats, some of them work quite well... so you could try to import the 3ds-file in for example milkshape and export it from there to for example *.x or *.obj

    A very good *.x exporter/importer is available at http://www.obsidiangames.com/products/amxtex/

    Very good *.obj-plugin and some other plugins: Arthur Walasek's Homepage

     

    *Fuchur*

  7. This looks like the kind of stuff that HA:MR will do well. We plan to taking HA:MR Alpha next month, so you should immediately give it a try with your tradeshow booth application.

     

    I will! Actually I am waiting for HA:MR since you told us about it...

    Thanks for the info martin...

     

    *Fuchur*

  8. Hey do any of you guys know if 3D max is compatible with AM?I am asking this becouse i want to import a model from 3D max into AM.

     

     

    Once, I tried to export to 3Ds, all I got was CP's translated, with triangle patches, not splines and patches - much to my dismay. I have not successfully imported a 3ds file. That was about a year ago, so perhaps 3DS has gotten better at exportations, as well as AM.

     

    The *.max-format can't be important (from any application with some exceptions if you have Max installed).

    *.3ds is a Polygon-format, so you won't be able to import or export splines/patches/nurbs or whatever.

    Best way to export/import would be to use the *.obj or *.x-format.

    There are quite good plugins for A:M for these formats. The plugins have been renewed lately with a better algorithm for 5-point-patches and hooks.

     

    From A:M to 3ds is not the biggest problem anymore, but the other way round you will cause problems...

    The problem of too many polygones wont be solved by this new plugins, that means: If you go from 3ds to A:M, your Polygon-count should really really be small.

     

    *Fuchur*

  9. 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*

  10. looks like a mic.

     

    except the wire mesh looks painted on... is there a wire mesh?

     

    dunno if a bump map would work, splinage would be Heavvvvy, so I don't think that's the answer either.

     

    Otherwise. looks quite realistic.

     

    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*

  11. As far as I know, the PC version of A:M renders slightly faster...

    I think, AMD is faster than a Intel-CPU for rendering.

    You can shut down some of the processes in the TaskManager, but that will just decrease the rendertimes in a very little way... so I dont think you have to...

    Only thing you can do, and which will have a noticeable decrease of rendertimes is to minimize A:M while rendering or even go to the task-manager and kill the explorer.exe.

    When A:M has finished, you have to go to the taskmanager again and tip in the cmd "explorer.exe"... it will be back than.

     

    CPU-clocking... that is quite a difficult thing and can be very harmful for your PC, so dont do it, if you dont have a big knowledge around that topic...

     

    RAM-usage... I think that will be different from project to project... if you, for example have a project which includes many big textures I think you will see a increased use of your RAM.

     

    For performence-increasing: look for fast acesstimes at the RAM and the HDs...

    Realtime-rendering has nothing to do with A:Ms final rendering... Realtime-rendering is a graphic-cards-task, rendering is a cpu-task... (+ RAM)

    So, an alienware will properly give you a very good performence in A:M at working with it (for shaded-view, hair, etc...)...

     

    *Fuchur*

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