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Everything posted by Fuchur
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mascot v19.0 Mascot Contest: Deadline midnight pst on 09/05/16
Fuchur replied to Jason Simonds's topic in Contests/Challenges
Yes you got that right . See you *Fuchur*- 42 replies
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Here we go. Try it... I am not sure if you can use it like that or if we need to use a little bit different export options, but it should work basicly. See you *Fuchur* Blokey3.zip
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That is really great Mark . It is a very well done (and funny) piece of art and I am happy to see that it is getting recognized by the judges . Congratulations! See you *Fuchur*
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mascot v19.0 Mascot Contest: Deadline midnight pst on 09/05/16
Fuchur replied to Jason Simonds's topic in Contests/Challenges
Very cool Let's get started and make something awesome! See you *Fuchur*- 42 replies
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Hi C, I'll see what I can do after work today . See you *Fuchur*
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"Shift-p" (patch selection tool) and "F" (flip normal) are your friend here. Just to ask: Do you have internal patches there too? Looks like that a little bit. And in general, if UE4 supports it, you might want to use the directx-exporter instead of the OBJ-exporter, since OBJ can't save bone-data. You might want to have a look at some of my video tutorials here: http://www.patchwork3d.de/video-tutorials-24-en Especially the once in the middle might be interesting for you. They are not especially for UE4 but for Unity, Quest3d and exporting in general, but they might hold some useful informations for you. See you *Fuchur*
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What Rodney said... it works as before here too after updating to Windows 10. See you *Fuchur*
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I dont think so... the only one I am aware of which is close to this would be CutPlane, but I doubt it will keep the UVs (I have to admit, I never tried that before...) See you *Fuchur*
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AVX = Advanced Vector Extensions. This is a special version for CPUs which are able to use these "new" type of instruction set. For instance mine does not support that, like that I only use the SSE3 instruction set and to take care of that, A:M is compiled for these versions differently. See you *Fuchur*
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Very cool . See you *Fuchur*
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just a wooden sword ...Kat's last thread :(
Fuchur replied to kwhitaker's topic in Just a Wooden Sword
Wow Jamie . That is really great. We will surely try to help where we can . Rendering is something I do not have a tutorial about, but I am sure Rodney or Robert have something for that . See you *Fuchur* -
Soulcage still works with A:M for some projects. For others they use other software. It depends. Avalanche has been bought by Disney a couple of years ago. Last time I heard from Anzovin, they sold Maya-Plugins... I am not sure if they still do. Some of the artists you are talking about are still with us... like Stian, William and Dusan... I am not sure about Stephen. Jeff Lew is a little hard to answer for me. He has worked on some huge movies (like Matrix Reloaded) and so on, then he made his animation tutorials and the KillerBean 3-animation. It cost much money to do that KillerBean3 and I do not think he got everything back he has put into it. Still he said, he would have done it again. It's and artists life... ups and downs. I think people who are not the absolute shooting stars are longer lasting. They are small gears in a big machine, but they often keep their jobs longer and I think are often more happy about them on the long run. I am still with my company for about 8 years now, I am doing animation work and web-developement / app-developement there and from time to time there are 3d projects too. I like that kind of diversity and I think you need to be flexible in that way to stay up and running in the business. On the other hand, I am in Germany... it is much less hire and fire here... people tend to stay in their job for quite a while. It is harder to get one, but if you have one and you do your things well enough, you will stay in longer (because laws are more protective of the employees here...) I am happy what I can do at my company. It is fun, demanding and never boring especially because I have many different projects like that.
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Softimage (XSI) has been bought by Autodesk and was discontinued. (I think between one to two years ago) Left is Lightwave (but they are not in best shape...), C4d, Houdini, Blender and of course A:M. There are specialized applications available, but all in one products are more or less rare. See you *Fuchur*
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I'd say it ties in with Autodesk's plan to get rid of all possible competitors... I just don't like them for what they are nowadays... They are close to a monopol company. Not as bad as for instance Google (since Google is it in several very important markets and Autodesk is it only in the 3d-market. (not even in the CAD market) but still... See you *Fuchur*
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Smooth will "smooth" stuff... it is meant to be used to create "smoother" surfaces without changing them too much. Like that it is not exaclty what you want there... making a circle of the splines would change the spline very much... I already thought, that it is not exactly what you want it to be. See you *Fuchur*
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Great wizards Malo . For the first one, you may want to check the "Smooth"-Wizard out. Maybe it is what you are searching for... (maybe not exactly – it depends) See you *Fuchur*
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You can right-click on the pose (eighter in the User Properties or the timeline) and choose "Settings" from the menu. There you can choose what should be the default and it will be saved for the pose of the model. See you *Fuchur*
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Jason has broken his arm a few days ago. He'll try to answer as fast as he can, but it may take a little longer then before. See you *Fuchur*
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Very interesting process . Keep the tuts coming . See you and thank you *Fuchur*
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Not really... put two grids in the same size next to each other (facing the same way) and put the emitter in front of them. An emitter would now shoot rays on both surfaces and the direction would be changed for both in this situation. With a "master patch" you need to select one patch of each grids to do the same. In other situations an emitter could be bad so, if you for instance put a continous surface in front of it (a box) and shoot on it without being in it for instance. I am not saying that this is a much better approach, it is just a different one. If the master patch is better in your opinion or much easier to implement, I am fine with that one too. See you *Fuchur*
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This can be helpful for many situations, but it would only work if everything is really attached to eachother, right? The good thing about shooting rays from a point is, that that does not have to be the case there. See you *Fuchur*
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That are two different feature requests more or less. In the end there is no way for the software to know in which way the normals should point in a model. It could be that you want to export "reversed" normals for instance if you want to export a sky-sphere from A:M for a game engine it needs to have flipped normals. Like that you can see into it but you can not see out of it in the game. But a basket ball (which has roughly the same geometry) needs to have the normals pointing out. And this can easily get much more complex if we are talking about more complex geometry or even a whole scene. I am not aware of an exporter in any other software that will automatically be able to determine what you want in every situation... like that it is not wise to make that an automatic process. We are the artists who need to have that kind of control over our models... any other approach is only helping in very specific situations and will give us a head ache in others. But again: This should not be attached to the FBX-exporter. The FBX-exporter should work as most other exporters in A:M too. You define the surface / material / animation / bone-structure in A:M and the exporter really does nothing else than translating that to another file-format. The correct normal algorithm I am talking about is to make the model look like it should before exporting. This is an own plugin-request for a simple but effective way to fix normal problems created while modeling while preserving the full control over what you do. All that talk about COG, Lights, etc. is just too much talk about a very simple thing: You need to tell the correct normal algorithm from where to start. You do not really need to know what a COG is or how a light works. All you need to do is to define a starting point in the 3d space. See you *Fuchur* PS: This is offtopic and only for explaination: I myself find Center of gravity (=> C.O.G.) a very stupid name for what we are taling about... COG is something that is an artifical concept for animators while animating or a real thing for physicist / structural engineer but it is not suitable in an articial geometric modelling universe itself. It can be helpful to create a certain impression for a human, but from a mathematical point of view, it is useless as long as no "real" masses are involved. I like the name pivot much better, because a pivot can be moved wherever it needs to be and has no "defined/fixed" position.
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I'd say this could be overcome by just letting the user select for which parts of the model s/he wants to correct the normals for. In general a 3d-designer will not attach eyes (for instance) to the head but just stick them in the holes for the eyes. Like that, the user could easily just make a attach-select and hide or lock everything of the model that should not be affected. The good thing about that approach is, that you can for instance have normals which guide in a special (unexpected) way if you want that. See you *Fuchur*
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In the end if you move the COG, it really is no longer important if it is a COG or not. Then it is the pivot part I mentioned above in this example from the selected group. I often work with that when for instance rotating things around other things in the modelling window, etc. But back to this: It is all about defining a starting-point for the rays to shoot from... in which way it is done does not matter. Just give the plugin something to shoot the start-rays from. A Null object, light, pivot (of a group, or even the modelling-window, but I recommend a named group), "moveable COG" (i do not think something like that exists, since it has to be at the center of gravity to be a COG and the gravity makes only then a sense if mass is taken into account), a CP, a numeric input (I do not recommend that) etc. See you *Fuchur*