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Hash, Inc. - Animation:Master

Fuchur

*A:M User*
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Everything posted by Fuchur

  1. - Hit "T" or click on the Turn-Button. - Press CTRL, click and hold the left mousebutton in a modeling / action / chor-window and move your mouse. See you *Fuchur*
  2. Cool . In general you could use CTRL + Turn-Tool to rotate the view around, but in general this would reset if you reaccess the front view... See you *Fuchur*
  3. never ever heard of such a thing... did you try to save your chor and import it into a new project?
  4. Very very cool . Keep up the good work... you really got that shiney leather-look very right . See you *Fuchur*
  5. I almost forgot to give my opinion about it ... good that Vong did post about it... It really was fun . I loved the humor and the puppet like animation does work here very well . Really good job Mark!
  6. We are awaiting it eagerly ... See you *Fuchur*
  7. could help... but keep in mind: A:M v14 is 32bit only... i think v16 was the first with 32 and 64 bit.
  8. please watch the video tutorials. it containts the whole workflow needed to go from a:m to unity3d including directx exporting (and how u have to do it in a:m), using unwrap 3d and so on. (that is the best softwareto go. i have two workflows but the one with uu3d is the fastest. see u *Fuchur*
  9. really please do not be too upset. that is really unlucky but i would absolutely miss your entries... this one is fun again
  10. adobe illustrator can vectorize from bitmaps but i dont think in a batch type of way. (i may be wrong) after that you can import those vector images and let them extrude or do whatever you want with the resulting splines.
  11. Or hit space-bar to force a refresh in the chor... that works for me (just tested it). A while back (did not happen this time I tested it with v18) it could happen that you did not see the pose you newly added to a model that already was in the chor. But what you could see was the tab "All" in the pose-window. To get the new pose, I only had to click on the "All" tab to get the pose... The alternative was to restart A:M, but I think just a click is much faster...
  12. With subdivision applied, I could not easily find the edge I wanted to split for instance. I could have used a viewing-mode with both (smoothed and not smoothed) surfaces, but that is really just adding more lines (possibly many more) to your viewport and was not really easy to handle. So I hit + / - over and over again to see what a splitted edge in the low poly-model would do to the high polymodel in the end. Maybe I was using it the wrong way, I don't know. Does not really make sense to get into that kind of stuff. Never really helps anybody and I doubt there is a "true" answer to such a question anyway... in the end it is all a Glaubensfrage... (just to ask: Are you German? Kommt ein bißchen so und die amerikanische Tastatur hilft nicht gerade beim "Ü" finden )...
  13. You do, because you don't model "before" you subdivide. You display your subdiv and your poly proxy simultaneously. I would not know how to split an edge (for instance) in any reasonable way without decreasing subdivision levels again. At least the last time I tried that in Softimage I was constantly changing the subdivision level over and over again till I got what I wanted. I have to admit, that that was maybe 3 or 4 years ago, but it really was a pain... I would have acustomed to it for sure, but since I was used to get exactly what I wanted at any resolution I wanted it really was less good in that aspect. Not necessarily, but there are situations when it would have been exactly that: Better. No longer having to use proxy-models or animated subdivision levels can be much easier. Always the right resolution you want, exactly as you wish it should look (not subdivided and looking slidly different than before because the smooth-algorithm is not exactly doing what you would think it would do... don't get me wrong: There are situtations in which SubDs can be very helpful and no doubt: It takes a master of the art in both ways to model to create great models, but it is not all better with SubDs like many try to tell you when argumenting about Splines/Patches/NURBS/SubDs... they have disadvantages as well as splines do have some. But splines & patches (especially Hash Splines&Patches) are in some situations much better to be used. As always it all depends on situations... I am not really talking about real-time rendering here but about final rendering with CPU&GPUs and RAM amount, filesizes at super-high-resolution-polygone-models, etc. See you *Fuchur*
  14. Yes, it is hard... anyway I loved the way hamr did it... very small filesizes at stunning resolution-possibilities even a few years ago without CUDA and OpenCL-based approaches. Today polygone-based approaches (source-material... hamr used polygones to display stuff too) slowly get in the same direction, but it really was a step ahead of its time... The infrastructure was really the only reason why it did not spread widely, if you ask me... I really do not like this at all... it should be about best techniques, not about market shares... (I know this is unrealistic, but it is not the best way we could go...). Subdivision-Surfaces are not the same approach, since you just dont know exactly how your model will look before subdividing it. That is the biggest difference. Smoothing afterwards is never as good as working smooth from the beginning with... today it gets better and better, but it really was a bad thing that is took so long and that we are today at the same quality we could have reached years ago...
  15. animated pngs where very promising... but only firefox really supported them...
  16. i am using three.js and it is nice. hamr was nicer though because it could use spline data and calculate the resolution based on your hardware and settings on the fly.... a real killer feature if you ask me especially since the filesizes of mdls and prjs by A:M are way smaller and like that better suited for mobile users (and at that quality even desktop users...) but anyway it would be very cool to write an importer of mdl data for three.js i am using it with objs till now...
  17. Yes... I have used that for implementing a 3d object viewer based on three.js and making the 3d-object uploadable as OBJ + MTL + Texture-Files there to be easily used by non-programmers in our CMS. For that, since I change the filenames for security reasons I had to change the MTL-file too to be able to use the textures again and in the end, it is nothing else than a text-file, which gets interpreted and can be changed too. See you *Fuchur*
  18. Very cool Jason, looks nice . See you *Fuchur*
  19. Thanks a lot guys . had a nice day and yodeled my a** off . See u *Fuchur*
  20. You can create a pose (on/off) and use the visibilty-setting of the bone(s) with it. Like that you can swtich their visibility by switching the pose on and off. The pose can be named in a way like "show_export_bones". and that should do it. Is that what you want? See you *Fuchur*
  21. Do not really get it... isnt that a Disney movie (and of course a comic book)? I quite liked it, (but I did not read the comics before or knew about the story, so fo a fan it may be different)-... See you *Fuchur*
  22. Give it a little time, but he is back home again now . See you *Fuchur*
  23. As far as I know, there is no complete documentation about the formats, but there are example-plugins available, which should give you a good starting point in the SDK (I think geometry only there) and here you can get the source code for the directX-exporter (including bone-animation data): DirectX-Export-Plugin with SourceCode Same is available for Torque: Torque-Export-Plugin with SourceCode Steffen has written an MDD-Plugin too, which could be quite interesting, but I am not sure if the code for that is freely available. I'll ask him about that... That should at least give you a good starting point. Are you trying to write an FBX- or Collada-Exporter? See you *Fuchur*
  24. Have noticed that too... I told Steffen about it. In the meanwhile, you need to create a full spline (containing 3 CPs) and join the CP in the middle with the end you want it to stop. See you *Fuchur*
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