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Hash, Inc. - Animation:Master

Fuchur

*A:M User*
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Everything posted by Fuchur

  1. Best wishes John! See you *Fuchur*
  2. Have a nice one Karen . See you *Fuchur*
  3. Elite Force is a Star Trek-game, right? Does it have something to do with that? See you *Fuchur*
  4. Have a nice birthday Marcos See you *Fuchur*
  5. A hard edge is not an option? that often looks more clean than rounded edges. (and of course you need to use a good material to judge that "high-dollar-look"-stuff. See you *Fuchur*
  6. 1.) Go to the Libraries and get the Primitive you want by double-clicking on it. (v17c and above should have primitives in the library again) 2.) Go to the modelling-window and use the CutPlane-Plugin several times... it is a little work, but it is much less than extruding it yourself. You may need to rework some of the edges, but all in all it worked well for me. See you *Fuchur*
  7. Thank you. I'll try too keep it that way although I think u r confusing me with robert or rodney . See you *Fuchur*
  8. This is called a spline-continuity-problem / flow-problem. To get this working, see the two attached images. The "Small-Solution" (Image 1) will solve your particular problem, but it will very likely result in another problem. The "Best-Solution" (Image 2) should solve the whole problem. In your image you can see, that the splines are not connected to their straight neighbour. Because of that I showed you the better spline-continuity with the colors. (green and purple) But this is still a problem. There are certain rules to splines, patches and control-points. One of the more important once is, that there should never be more than 2 splines running through one controlpoint. If you use the "small-solution" (Image 1) you will run into that problem at the corner of the eye. There will be 3 splines running through this particular controlpoint. It will result in a hard edge somewhere. In the best solution (Image 2) you can see that I am using a 5-point-patch to solve that problem with the 3 splines running through one controlpoint. This is a solution which is very common if you need to connect a "round" structure (a spline-ring like you used it around the eye) with a square-one (the splines around the ring which are running in a rectangled grid. (see image 3)) To correct this first break the splines you've got there (select a spline and hit k), do the same with the second one and reconnect the splines as shown in the image (image 1 or 2) This is just additional informations on modelling and does have nothing to do with your image. But it is very good to know this: Additional to that I used a hook in the best solution (Image 2)... this may or may not be needed here... but you can learn like that when to use a hook and when to use a 5-point-patch. Both can be used to decrease the resolution in a certain area. A hook however should always be used in such a situation as shown on the next image (Image 4), never to conect round structures with rectangle once. 3-Point-Patches are only to be used in very rare situations... in general you should work without them. The rule is: Use as many 4-point-patches as possible, a few 5-pointers if needed and only very few 3-pointers. There are situations in which 3 pointers behave very well, but in general, try to work without them. In the last image (image 5) you can see a situation where a 3-point-patch can be okay to be used. Hope I could help you. See you *Fuchur* PS: I used straight lines here, but in reality you should get curves out of that if you use it right. It was just harder for me to paint curves...
  9. ...or EXR, if you are using more advanced techniques later on it. See you *Fuchur*
  10. Not the best idea if u want to use it with a gameengine in some cases... you need joints and bones for that at least when using rigged body /ragdoll-simulations... to get bones/joints you need to use the directx export and convert the resulting file to whatever you need... *Fuchur
  11. Amazingly simple geometry... really hard to believe they did all that only with textures... See you *Fuchur*
  12. Thx for Your fast replie Fuchur. I've seen Your video. But it demands to buy a new software for almost the same amount as A:M. So my question is if this is going to get implemented to A:M in the near future? It would be very good, bebcaus this progeam looks like the easiest program to learn. And it seams to have a loot of nice features. Hi, no problem . I am not sure if it will get implemented in the near future (there is a feature request and it is not exactly clear what gets done and how fast... sometimes a feature-request is done in a very short time, sometimes it really takes many month and more... we just dont know)... But in the end the software you need to buy is available for $50 (you dont need the Pro version... SE is enough) with A:M for $79. So all together for $130 you get A:M and Unwrap3d... that is not really very expensive for a 3d-software. But who knows, maybe we get an export from A:M2FBX too. See you *Fuchur*
  13. Till now there is no direct export-way from A:M2FBX, but I have found an very easy and inexpensive way to get data from A:M2FBX / A:M2Unity. Please have a look at my signature. There is a quite easy workflow to go from A:M to FBX. (I even do it to get data to unity3d). See you *Fuchur*
  14. You very likely clicked on the "All"-Tab in the Poses-View (in the Chor or Action) or reloaded the project or restarted A:M. See you *Fuchur*
  15. Good find. Please post it at http://www.hash.com/reports (you need to register again there). See you *Fuchur*
  16. More infos can be found here: Amplitude Plugin See you *Fuchur*
  17. It will be in the next release of A:M v17e.. it is till now in closed beta. I am quite sure it will be available in 1-2 weeks for the public. I am not sure, but I think the MIDI-plugin can only use two states, right? Active or inactive? Amplitude can use any given state inbetween like 1% pose-percentage, 17.5%, 33,321512%, etc. (digital vs analog) And of course: You can use any given track without the need of midi-notes to get it going. See you *Fuchur*
  18. Audacity: Export-Format: WAV (Microsoft), 16 bit PCM Audacity-Filter: High-Pass and Low-Pass combined. Alternativly you could draw your own curve to filter the audio with the Equalizer-Filter. See you *Fuchur*
  19. Hey Rodney! Have fun and happy birthday . See you *Fuchur*
  20. You can solve that a little by using "Reduce...." Keyframes on the channel, but this only helps if the valvues are not too far from eachother (which is were the biggest jumps come from). See you *Fuchur*
  21. I'm currently reading one of the latest Terry Pratchett, but after that, I'd be interested in reading it... and I've got a Kindle Touch (and of course I'd do a review on it afterwards...) See you *Fuchur*
  22. Hi, just wanted to show something cool in the next release of A:M. The plugin Amplitude will be able to use a WAV-file and control any kind of animation-channel (like a pose, a bones rotation, translation, etc.) with the amplitude of the soundfile. Two very small example can be seen attached. The first one is created from several single-tracks (so that the instruments are playing solo in the tracks and control each one "instrument"). The second one is a part of a nightcore-song which will control the height of a model (better to say a pose which controls the height of a model). Then I used the plugin Multiple-Copies to create 10 of those and attached the action created by Amplitude to it. Each of the actions has been shift for 10 frames then... because of that you receive a nice wave-like animation. Hope you like it . See you *Fuchur* plugin_amplitude_testl.mp4 amplitude_test.wmv
  23. Looks great! Best wishes and happy new year! See u *Fuchur*
  24. Looks like a hell of a jump . See you *Fuchur*
  25. I'd say if Josh submits one to the mascot contest it should not be a reason to not participate with something else and it would not be fair to others that this one wins without a voting... Since some of Paul's work was really outstanding it is very likely that he will win with his work anyway because of his talent and not because of his death. I think that is the way an artist like him would like it better anway. Be admired for his work, not pitied for his death. See you *Fuchur*
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