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Everything posted by Fuchur
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Gradual change in color or opacity for normal models
Fuchur replied to Pitcher's topic in Open Forum
if you are animating transparency you need to animate specularity too since this is not animated with it... in case of reflection, transparency and index of refraction it may be better to animate transparency in post since rendertimes will be much higher in 3d (accuracy is smaller though... dependes what you need). see you *fuchur* -
Just set default-framerate and FPS in the Project-properties before you do anything... that should do the trick. OR you just ignore all of that and use only frames. If you try to change the FPS in the middle of the project it can become tricky, depending on what you want to do... See you *Fuchur*
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I recognize many of the images and many are on my "best of A:M"-page, but I am not even sure if everything is made in A:M... (for instance Cuatrobots) Since we never saw that here and some of those work is that cool that it surely would have been mentioned here... See you *Fuchur*
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Community Project for Apps/Games?
Fuchur replied to pixelplucker's topic in Work In Progress / Sweatbox
Could be a fence between (those unbreakable glases for instance) and you do not tell it directly where to go but there is a stick with some sort of meat hanging in front of him which is moved by the player. See you *Fuchur* -
Gradual change in color or opacity for normal models
Fuchur replied to Pitcher's topic in Open Forum
That is quite straight forward... go to the chor / action / pose you want to do that, click on the little folder-structure-like icon (crossed with a big red cross, button is called "Show more than drivers") next to it in the PWS and go to the group you want to animate. You can animate any surface-property you want exactly as you did for particles like that. See you *Fuchur* -
In general, people underestimate Windows 8.1. With a view clicks you can configure it to look quite the same as WIndows 7 with a few additions. I am using mainly Windows 7 but on my laptop I have WIndows 8.1 and I can work with both equally well. Never understood that Shitstorm against it... Windows 8 might be another story though.... Windows 10 brings back the Startmenü as we know it with additions to it. But it is still Flatdesign. If you don't like that, you are out of luck . (@Rodney: Windows 7 is often called the best Windows ever made... why do you not care about it?)
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that is a very nice demonstration and totally new to me you got there rodney. looks like something we should put on the hash page somehow. see you *Fuchur*
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Samsung Note 10.1 has a good pen and the first version of it was the first real tablet with a good pen. Anyhow: the windows surface 3 is a nice option in any aspect even compared to laptops (but i still think a laptop is better... but it is close enough). if you absolutely need a tablet it is a very nice possibilty... but it is not cheap... on the other hand a good ultrabook is neigther...
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3dCoat is using a decrease algorithm (if you want) to export those voxel-sculptings but it really is not about using that neighter since it produces triangles. But it does a decent job... the form is very close to what I sculpted and the density is useable in A:M for my test example. (about 1500 patches at a reduction factor of 75%)... I have used such algorithms in other software before and most I tried were less useful. But in the end it is about being able to use that technology at all, then use something like retopology or autoretopolgy (which is a common way for other software too, because even in the polygon world it is hard and unnecessary to work with that many polygones) and bring it back to A:M including the textures / UVs you painted on the high density model. Nevertheless what I am doing here is something different. I am clicking on every button to see what will happen and if it does what it should => Beta testing, not if the result is practical. Just if it does what it should do. See you *Fuchur*
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If someone else of you has experience to share, please do! It is really a cool thing to work with 3dcoat and A:M. For instance, 3dCoat does quite a good job at creating automatic (unwrapped) UV-maps, it is has a voxel-modeller (sculpting > Zbrush-stuff and so on) and it is not expensive at all compared to other players out there... for sculpting it does a great job with autoretopology and textures are great to work with. Photoshop is expensive? This one is not and does most stuff you need for 3d models too. Importing back into A:M has a few flaws for now, but it really has great potential and is close to even get rid of continious problems. The plugin is very close to doing this without bigger problems. The demo/trial can be received here: http://3d-coat.com/download/stable-release/ And if you like it, the software is about 99 Dollars for personal use, steam version at 80 dollars... (or about 380 for commercial useage) You should at least give it a try. See you *Fuchur*
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Okay it is an infinite loop. I closed A:M down and opened it again and 3dcoat was still sending those models. I think that it is working okay. I can open (while it still imports new models) one of the models and it looks as is the whole model has been imported. (it gets imported as a triangles as far as I can see) I could imagine it is trying to refresh an existing model but lost connection to it and creates new once over and over again... but I am not sure.
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Hi, I just tested the voxel-export and import. I am not sure what result is meant to be there, but it does some strange things. > I made a simple sphere in A:M and used the plugin to sent it to 3dCoat (which worked perfectly). I played a little and just sent some sort of asteroid back (just for tests). I used a reduce-factor of 75% (just for test) and I see that A:M does something, but what I get is hundreds of models called "Volume4", "Volume41", "Volume42", ..."Volume409", "Volume410", ..., "Volume499", ... "Volume4100"... and so on. I think this should be groups/splines/CPs or something like that but they get imported as single models. While I am writing it is still importing those stuff. I am not sure if it is an infinite loop or if this is going to stop some time in future... I think I will cancel this soon. See you *Fuchur*
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Working very well . For all who are wondering about the plugin: You need to invoke it in a Choreography with the model selected (till now). It is not yet working from the modelling-window for me. In modelling mode it actually brings the geometry over to 3dCoat and I can send it back too, but the decals / textures will not be exported to A:M like that. But it is working with the choreography-approach. There is a peak/smooth problem with the first CP in a spline sometimes (at least it looks like that if you look at the CP-Nr.) but that is no bigger problem. > See my project file attached (can be found at in the ZIP: "C-/Users/Fuchur/Desktop/3d_coat_example.prj", while the textures created by 3d coat have been put into a new folder at "C-/Users/Fuchur/Documents/3D-Coatv3/Exchange/Hash/data/3d_coat_example.prj". Since this is a consolidated project you just need to unzip the file and open the project file after that. See you *Fuchur* PS: I'll continue testing it... 3d_coat_am_link.zip
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Yes it does . Thank you very much! I'll try it out now. See you and thanks again for the all the work *Fuchur*
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As far as I known, MVC is needed for any plugin for A:M. It might be something different. See you *Fuchur*
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Okay, there was one as I can see now. My fault... Then it is easier to say which where matched and which not. I'll not comment on that simply for the reason that for those I think which were not fully matched, I would not have been able to do it better... See you *Fuchur*
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I think we can agree that some goals where matched, some where not for TWO... since there was no real "these are our goals!!"-list other than "lets make an animation movie" you could say it was successful but people had of course some things in mind that could not be matched. (tell me one project where this is different...) For me this topic is already going into the too much talking about all stuff, but too less doing direction . There is just not much use in saying why it did not work or if it worked... lets do what we thought about here... Jake, what do you think would be a good package? TWO-content or something totally different? I am just now playing a game called "Dead Island Epidemic" which seems to have been developed with unity... it is about zombies and some islands from the top down perspective with network/internet-multiplayer-content. Quite fun for what it is... http://store.steampowered.com/app/222900/ See you *Fuchur*
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use the peak mode. it will preserve the bias handlers(yes you can set biases in peak mode) and you can move cps around without changing the biases.
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Hi Dan, you can use the same piece of software used for the trial requests. He needs your host-id. See you *Fuchur*
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Much better... mine is only smooth because of the lightening and stuff like that. See you *Fuchur*
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Does this suit your needs? It is not perfect at all, but it did what I needed it for. See you *Fuchur* heart_03.mp4 heart_consolidated.zip
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It is not that easy. If the surrounding structure is not well formed, you can hit the period-key as many time as you wish (I do it differently > hiding everything else and reselecting again with the rectangel-tool, but that is not important... actually it only makes a difference if you have selected the first controlpoint with shift-pressed or if you selected the first one without it pressed and the second with shift pressed... why is that? I am not sure, but it is the problem ). That is the problem people have with that if you ask me and that is what makes it hard to solve, if you ask me... but anyway I get the point but still think an indication (just give the CPs another color or the splines which are not well formed) would be better than an own "harder to model"-mode. I just would wonder all the time why there is a mode that makes it harder to model as a new user... It just sounds very odd . But a button like "Show endpoints" or "Show non-continous splines" would be a good idea. It would give you a much better idea what is wrong for instance if there are two points very close to eachother without a connection, etc. See you *Fuchur*
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Why not indicate a "bad" connection instead of blocking it? Sometimes a "bad" connection is all you need and if I see people struggeling with 5 pointers for instance it is just something they get upset about if they select 5 CPs and it can not be changed into a 5pointer but they just do not know why... See you *Fuchur*
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You'll want to have a look at "Bake Surface" and / or the plugin "Merge Decals", depending on how those decals are created. See you *Fuchur*
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Connection tool does not work while pressing key SHIFT
Fuchur replied to serg2's topic in Animation:Master
This will be fixed in A:M v18i. See you *Fuchur*