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Hash, Inc. - Animation:Master

Fuchur

*A:M User*
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Posts posted by Fuchur

  1. Zip and post the prj with the non-working pastes and some one will probably look at it.

     

    embed all the models before you save it. That's a property of the models, found in their property windows.

     

    -> there is although a "embed all"-feature at the main-navi under EDIT

     

    *Fuchur*

  2. is there any way in A:M were i can make red weed like this quickly and not be to difficult to render?

    http://forums.eveofthewar.com//photos/disp...m=47&pos=11

     

    You should use Sweeper for that...

    First you have to make a shape and a spline where the red plant should go along.

    After that, you should make a modell of the "arms" going away from the main-root and use sweeper again with

    its duplicator-option...

    Sweeper is a plugin implemented in A:M since v13.

     

    Further Infos

     

    *Fuchur*

  3. If you dont know what a polo is, you are properly living in north america... ;)

     

    From the VW.com-webpage:

    "The Polo is one of our most popular foreign models. While it's not available in North America, the Jetta and the Golf are similar to the Polo. You can also get more info on the Polo through the international Volkswagen sites below." -> a bit odd... in germany, the polo is a bit smaller than the golf...

     

    Just some background-infos...

    *Fuchur*

  4. Actually I am not a new user(i have been working with A:M since 2000), but the question I want to ask is somehow a newbee-question, so I will ask it here:

     

    In the cloth-video-tutorial from hash, I saw and heard about a function called: "select everything attached"...

    What key is that? I only know the ',' key for the whole spline, but what do i have to push, if I want everything attached?

     

    *Fuchur*

  5. I am working on a scene that I want a video playing on a screen inside the animation. I have tried to import the mov file and assign it to the page but it will only show the first frame of the video and the image is flipped and and there a four images pasted on the screen. Any thoughts?

     

    Steve

     

    Did you use repeat at the decal-setting?

    What is setted at the star and end-frame of the video at the image?

    *Fuchur*

  6. I can't comment about mac.

     

    PC:

    We use AMD primarily which render faster than Pentiums.

     

    PCIexpress video card with 256Mb of memory.

    2 Gb of RAM is an OK starting point, 4Gb would be a good target to shoot for.

     

    Dual Hard drives 250 Gb each

     

    Dual Monitors 17" minimum with 19's being an excellent choice.

     

    No experience with Dual Core processors.

     

    David

     

    So, lets talk about the real question here:

    Dont invest too much in the videocard (a mid-range is enough, for me my nvidia cards worked great, but there are some people which had problems with them) and try to get min 1 GB better 2 GB RAM and a fast AMD-processor...

     

    Oh... and a big screen or even better two screens...

     

    *Fuchur*

  7. Hm... you are using way to many splines... you could use half as many or less and you would get the same result...

    You should try to avoid CPs and try to model with the curves of splines more...

    Keep in mind: You cann make a cycle out of 4 CPs... and if you need more, you can insert the CPs where you need them.

    A good way to avoid high amounts of splines is to use there curve-behaviour and to use hooks when you need a higher resolution at certain parts of you model.

     

    I think you made the model by using the lathe-tool, right? you can set the subdivision-level of lath down under options-> modeling...

    To give you a start. Look at his hair. You could do that hairpart with 2 or 3 intersection. So you have 2 intersections(try to use the bias-handlers...) instead of 5.

    You will have faster renderingtimes, you can animate your character easier and so on.

     

    It is however a pretty nice try for the first time... keep on doing...

     

    *Fuchur*

  8. Hm... it is more like a general solution for view-problems, but you could try to start A:M with the shift-key pressed. That wil activate software-rendering and may be some other stuff...

     

    Try it and if you get in the options then, you should change your realtime-driver...

    I cant say, if that will help you, but it is worth a try.

     

    *Fuchur*

  9. Thanks, Guys! I'm going to pump up her booty a little, but she IS an elf, remember... And she'll get the thong, but a flap, too, to bounce when she runs...

     

    I like her boobs as they are... more would be definitivly unnatural.... But the string is a good idea...

     

    Very nice work!

    *Fuchur*

  10. I think you could do both...

    A:M isnt that expensive and at least you need an 3d-programm (okay you could draw by hand or do a stop motion as well, but i think it is easier to start with a great 3d-program) and A:M is the cheapest and at the same time one of the most powerful Animation-Programms which can be bought. Maybe the most powerful at all.

     

    So I would start by learning A:M in depth, than try some learning-material like Anzovin, Jeff Lew and some more offer and after that, if you want more, go and do the Animation Mentor-courses.

     

    *Fuchur*

  11. I dont think that that is possible...

    A:M hast some freeware (and payware)-plugins which can import *.3ds, *.obj, *.x and some more, but I dont think that you will be happy with the results.

    *.x or *.obj are the most developed plugins I think, but after all, it is never a good idea to try to import polygonal data to Patch-data-based-programms if you want to animate the model in a complex way.

     

    In the end you dont have to... if you are after animation characters, A:M is the better way anyway.

    I think biped skeltons are quite equal to a A:M skeleton with SmartSkins and may be CP-Weights...

     

    You should try to animate and model in A:M and you wont be disappointed with the results. A:M is much more easy to handle and much more powerful in terms of characteranimation than the plain 3ds is and it is equal or evern better than 3ds with character studio...

     

    *Fuchur*

  12. I dont know if this has been asked before, but did you find a Director-Plugin (W3C or W3d or something like that is the 3d-format of director) for A:M?

     

    Or do you render the images out and use them as stills in director and you dont want to get 3d-formats in director?

     

    If you are trying to make a 3d-content-game you should take a look at quest3d, which can import and handle *.x-format. A A:M-Plugin for *.x is available from Obsidan-Games... quest3d is nice, but works in another way than director... Quest3d is available in different version, the cheapest costs about 150 dollars (or something like that) the most expensive one costs about 5.000 dollars.

    Here is the link:

     

    Link to Quest3d-Homepage

     

    *Fuchur*

  13. One answer to your problems is this:

    Anzovin's SetupMachine 2

    That will help you to rig your characters...

     

    The Modelling has to be done by hand of course...

    And, as others told you before:

    A:M doesnt use polygon-box-modelling but Patches+Splines which is more like drawing your character...

     

    I used 3ds as well as A:M and I can say:

    A:M has a much better interface than 3ds has, it is much more easy to handle...

    I've got first A:M and than had to work with 3ds at work, so i came the other way round than you will...

    I think you will have to learn the new modelling-techniques, but you wont be sorry that you did learn them when you are through the process...

     

    The other question: Polygones -> A:M... that is quite hard job to do... if you anyhow am able to stay in A:M, you really should stay in A:M.

    There are some freeware-modelling-tools(wings3d, for example) which can produce *.mdls for A:M, but it wont make you very happy...

    It would be great, if there was any plugin which would for example calculate a spline+patch which could replace several polygones, but as far as i

    know, there is no plugin which does that. So you will have to handle many polygones, which will be converted to patches, which makes A:M slow(because it wasnt created for so many patches, because you dont need them...) and you sooner or later crazy ;).

     

    Some got good results out of Polygon-models, but most often you will run into difficulties...

     

    *Fuchur*

  14. You should think about its "hands"... why not turn his fingers to the inside, like a gorilla would do with his arms to run on them?

    You properly wanted to create a strange look, but it is after all a bit confusing...

     

    *Fuchur*

  15. First: look at your reallife-image and see, if you are able to remodell the ground at the video, where you want to show you character. (That will provide a shadow which wouldnt be there otherwise.)

     

    Delete the ground-object in your chereography and do your animations. (you should use a rotoscope)

    After that: go to your renderingsettings an activate the filter "alpha". Now render to TGA-Image-Files.

    That will give you an imagesequence with an alpha-channel.

     

    *Fuchur*

  16. u won't be able to install a version higher then 9.0 of A:M on your system, if you don't have a newer CD... Is it the dog (sven?)-CD or the Pedey and Jayde one?

    No matter what, v13 alpha will only work with the Sorezeres-CD or the Yeti-CD. The same for v12.0

     

    *Fuchur*

  17. I think, that subpixel displacement means, that you don't have to pay attention to the patch-count, when you try to set a displacementmap... it will look good, even on 1 patch only, where you would have to set several patches in the past.

     

    Please correct me if i am wrong...

    (I cant use the link to martin's explanation neighter...)

     

    *Fuchur*

  18. The first point you set, before you lathed the spline was a tiny bit over the axis.

    If you move the point a bit, you wont get that problem anymore. (You have to create a little whole at the head of the chess-figure in fact...)

     

    *Fuchur*

  19. Select the Spline you want to delete / the part of the spline between two points you want to delete.

    The Point next to the part you selected should be selected now and if you look carefully the spline should be selected too.

     

    Now hit the "break"-Button. (Search for it at the right side of the modelling window, other buttons there are "Add", "Peak", etc. Search for the break-button and click on it)

    Now the spline you selected should be separated in two parts and the part you selected from the original spline shouldnt be there anymore.

     

    Wings is a Box-Modelling-Polygone-Application, A:M is a Patch-Modelling-Spline-Application... so you cant really compare the both... that is like comparing an apple and a orange. But if you get more familar with A:M, you wont want to model in Wings anymore. A:M is more precise in the end, because you dont have to smooth at the end, which isnt very controlable. But in the end, there are advantages and disadvantges on both sites. I like A:M's modelling technique more...

     

    *Fuchur*

  20. If you like freeware, search for Kristal Sound Engine(music-composing) and Audacity(audio-editor)...

     

    You could although use Magix Music Maker, which is easy to work with and which can make great results.

    IF you think about semi-pro and pro-music-software, search for sequia or samplitude, pro tools or if u r on a mac "soundtrack"...

    Pro tools and Sequioa/samplitude are quite expensive, but professional tools. The others are more affordable.

     

    *Fuchur*

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