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Hash, Inc. - Animation:Master

Fuchur

*A:M User*
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Everything posted by Fuchur

  1. Have a look at my video at around 4:30 min... it really is up to you where to start... I am starting with the basic foot shape and at the end of the video you will see that I start to add toes... of course you can start with the toes too... whatever you want to do. I am no friend of borrowing over and over again especially if you are not understanding how the borrowed thing was created. I call that a copy kid (which is a insult word in the programming world for a person which uses code from other people without understanding what s/he is doing and not being able to do it at their own). It means, that you will never create something better, you will very likely do the same mistakes over and over again and you will not know how to do something better. It is faster, but it will keep your true potential down... See you *Fuchur*
  2. It highly depends on what you are after... A simple foot is very easy to lathe and deform a little... or you could just draw it... if you after a complexer one it is the same priniziple as modelling a hand (by hand ). Here is a very unprofessional video-tutorial (approximately 10 minutes long) about how to model a simple foot and how to go on creating one with toes on it from the simple one... Hope it helps a little. Keep in mind, English is not my mother tongue and I experience some lags because of my video capturing software, but hopefully you still can see what I am doing here. See you *Fuchur* PS: There is a little bug in v18 which prefents me from connecting open splines in a very easy way (using the shift-button) so I am doing it a little differently (at about 3:20 min), but it is easy enough to work around for now... just a little annoying... creating_a_simple_foot.mp4
  3. Looks very well ... are the silo-retopolgy-tools really that much easier to work with? You are going through a lot of trouble for them .
  4. Actually you can even render to AVIs with Codecs, but the codecs have to be 64bit codecs... the default once on windows are most often 32bit once for encoding... I found a few of those which worked, but in the end it really is not worth the work and trial and error you are going through since it really is better to render to images in all known situations anyway... You can even render to images and recompress these to a movie file afterwards using A:M. Since the images are already rendered and you are just putting them together this is very fast anyway. This is how that can be done: 1.) Render to imagesseuqence from A:M (for instance TGAs) 2.) In A:M go to the PWS and right-click on the "Images"-folder >"import image-sequence". (be sure that the checkbox below the explorerbox is checked) 3.) The new entry should look like a nivue strup in the Image-folder now. Rightclick on it an choose "Saves as Animation". 4.) Choose the codec you want to work with and hit save as. Depending on the movie length and codec it may take from a few minutes to seconds to compress them into a movie file. There are two diferent options here: Go the uncompressed rroute... this is a very easy one but you need quite a lot of harddisc space inbetween. (the uncompresses movie can however be recompressed to any other format by most converts... I for instance recommend Miro Video Converter, which will render it to MP4 and many more for free and makes the movie automatically web- and mobile-friendly... Get a codec with 64bit support for encoding... However what I do is to use my editing software (Sony Vegas here) to import the image squences and to put sound and music under my animations and render it from there... I think this is a common way... the other one would be to first use a Postproduct-software like AfterEffects, Nuke or Fusion... but this is a more expensive route and is only useful if you need special effects or live-action-compositing with your 3d output. See you *Fuchur*
  5. I tend to use 8... that creates very round splines and is easy enough to manipulate while having enough CPs to form simple shapes in a better way than 4. For very simple once I use 4, depending on what I need to do... In any case: For more detail you will have to add it with hooks later on, but it is most often working out well . I doubt there is a very simple answer to that, but 8 should be a good starting point.... See you *Fuchur*
  6. just does not render to video file formats but to image sequences or what do you mean by "does not render"? See you *Fuchur*
  7. A bluescreen from A:M? Sure you do not have a RAM-problem? I never had a bluescreen from A:M... I'd recommend to test your RAM memory just in case... See you *Fuchur*
  8. In general, especially if you are going for multiple platform developing, I would not suggest going the native route... You will face less "unsolveable" problems on the way (=bugs in the middle man software), but it still is much more trouble especially if you need to develope for iOS and Android. (iOS > C++, Android > Java) which is really quite much work. Unity will take care of most of that stuff and especially if you want to create a 3d game it would be even more troublesome to go the native route since you need a gameengine then... which is hard to program by yourself and will take ALOT of time. On the other hand: If you decide to go the native route, you will learn a lot and indeed, you will not have any problems with the middle man... but I'd say in this case this is a very small price to pay compared to the additional work, money and trouble you would have to go through.... See you *Fuchur*
  9. Okay, that explains it Well then have fun with your trial See you *Fuchur*
  10. I could, but it would be the same file you already received since your host-id is the same... it may be that Jason can do more, but if I send a new one, it would be the same... So just to check: - You installed the newest version of A:M v18? - You copied the file "master0.lic" into your installation folder? - There is no other file called "[anything].lic" in the folder? - You started the v18 version and not something different (for instance another version like v17)? > The last one is really only to make it sure... this is sometime a little troublesome, since v17, v18 etc. have the same icons on windows machines... I am not a Mac guy... like that I can not really guess much more here.... If you did all that, I guess you will have to wait for Jason... I am sorry for that...
  11. Hi Chris, looks good to me... did you use the host-id-tool on the same computer you are trying to use for A:M now? See you *Fuchur*
  12. could you send me the mail address you registered with as a PM? I'll try to see if something went wrong with the request then. Jason is very likely answering you after the weekend, but if you need it faster I can have a look at it. See you *Fuchur*
  13. It will allow very easy deploying to Android & iOS, has a very nice editor, is compatible to A:M (see my signature) and is compareable easy to use. (still this involves a lot of programming, but most other software available is harder). Unity has the ability to create 2d and 3d games too... (I never tried it for 2d...) You can use C# or Javascript-Syntax to code, which should open it up to quite many people and there are asset stores and many developer out there... It can be run on Linux, Macs and Windows and is in general quite a nice tool with a great preview-editor. There are many tutorials, video-tutorials and assets out there from many people... See you *Fuchur*
  14. - Flash is not a real option for Android/iOS-developement. - Unity3d has licencing costs for Android and iOS-developement. - if you want to go the HTML-root, you can use babylon.js or three.js to develope. (Babylon may be the better option here, since it is closer to a game engine). - if you do not need 3d, you could go with HTML5 and canvas-rendering... If I would have to decide I would use Unity... See you *Fuchur*
  15. Hey Doug, welcome back a non-expering version costs 299 Dollars. There is no real update available anymore. In the end there are only two options: 299 Dollars > non expiring, 79.99 Dollars 1-year subscription. See you hopefully soon *Fuchur*
  16. Is it a version-problem? Or maybe you need to reset A:M to factory settings again? See you *Fuchur*
  17. Looks great Thank you very much for showing us the workflow . See you *Fuchur*
  18. Very nice and smooth spline layout you got there .
  19. i think yves (ypoissant) said that but i am not sure... see u *fuchur*
  20. i think the other way round could already be done depending on the open source licence of the other software or am i wrong. it never is easy since most of the algorithems are created for polys (and often generate high amounts of polys/patches and they need to fit in A:Ms way of implementations. simcloth was sometihing like that but it was quite much trouble to rewrite it for patches... the first try was to use it as it was which just did not fit that well. the second was to implement a lot of code differently till it worked better with Splines... i am not sure but there was this legend that A:M has a very unique programming style...
  21. in general that is just not our decission since it has to do with money. jason and some others need to be paid and the servers need to be maintained... with free open source software that is a real problem and of course it may result in copying of some features and implementations of A:M to other software which may result in less use of A:M. (this is harder than it sounds but it could be done) other than that it may be an interesting approach but i do not know how to solve these problems... see you *fuchur*
  22. short translation: it does not look like i am fat... i am just wearing pans....
  23. there is a big version of the buttons already available (at least for windows, possible for Macs too): Go to "Tools > Customize > Toolbars" and hit the checkbox "large buttons". Still this does not help with RMBs and stuff like that, but it is a start... See you *Fuchur*
  24. what version did you use? hot spots had been a problem but steffen came up with a solution i can not quite remember right now...
  25. Keep in mind what kinect is... developed by MS it is still one of the most powerful 3d-capturing cameras out there at a reasonable price and it has been changing the game for many people. It is not that astonishing that MS can do stuff like that... still I do not know if it really is not just a gimmick but we will see... See you *Fuchur*
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