-
Posts
5,407 -
Joined
-
Last visited
-
Days Won
88
Content Type
Profiles
Forums
Events
Everything posted by Fuchur
-
Best wishes from me too See you *Fuchur*
-
A:M render has a frame counter and two progress bars also, which is plenty for me. The animation is cool of course and shows the spirit of the Hash vision. I guess I'd still like the option to halt the animation, which would seem trivial to implement, so I'll throw it into the ring if I get a chance, in case the developers have a moment to add that garnish. But glad to know the consensus is that there is no serious CPU or video card hit from those animations. Regards, -SB If you are rendering with your computer that will REALLY not make ANY difference... if your computer runs hot it will not be because of that animation but because of the rendering itself. I doubt that you will have problems anyway, since you very likely have a multi-core computer which will not be used by A:M 11.1. See you *Fuchur*
-
AO is a very nice rendering-trick, which is often used for product-shots or full-sun lightening-situations... it creates very soft shadows with nicely lit areas. AO in v14 is CPU-based and quite slow... A:M v17 is much faster with real AO and has a plugin called "FastAO / FakeAO" which can fake AO-lightening in close to realtime speed. (GPU-based or CPU-based). Typical AO-renderings are those white renderings with nice smooth occlusion-areas and "soft-shadows" you may have seen from time to time. AO is not fast, but much much faster than for instance Radiosity while for certain situations it can create very nice images too. IBL (ImageBasedLigtenting) is used with AO, but used not a white or single-color way of brightening up a scene but will use an image (often HighDynamicRange-Images) to make a scene look cool. And the best part: You can blend AO or IBL with any kind of standard-lightenting for the best results... See this thread for a few nice images: Lightening Tests See you *Fuchur*
-
A:M will change the base-model (without keyframes). If you changed something there that effects the model in your animation, the animation will be changed all the way trough too. In some situations that is totally okay and what you are looking for (because you want for instance to move a hat with the head of the character too) in others this may result in problems. If you delete a cp or add a new one this CP is new to A:M and it can not know what to do with it... (for muscle-mode-animations) if you do assign the new cp to a bone, the animation on the bone will be transfered to the new CP acordingly. The best way to find out what will happen is to try it yourself. See you *Fuchur*
-
Best wishes John! See you *Fuchur*
-
Have a nice one Karen . See you *Fuchur*
-
Elite Force is a Star Trek-game, right? Does it have something to do with that? See you *Fuchur*
-
Have a nice birthday Marcos See you *Fuchur*
-
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*
-
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*
-
Thank you. I'll try too keep it that way although I think u r confusing me with robert or rodney . See you *Fuchur*
-
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...
-
...or EXR, if you are using more advanced techniques later on it. See you *Fuchur*
-
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
-
Amazingly simple geometry... really hard to believe they did all that only with textures... See you *Fuchur*
-
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*
-
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*
-
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*
-
Good find. Please post it at http://www.hash.com/reports (you need to register again there). See you *Fuchur*
-
another simple test of new Amplitude plugin (revised)
Fuchur replied to johnl3d's topic in Tinkering Gnome's Workshop
More infos can be found here: Amplitude Plugin See you *Fuchur* -
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*
-
Yet another Amplitude plugin test
Fuchur replied to robcat2075's topic in Work In Progress / Sweatbox
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* -
Hey Rodney! Have fun and happy birthday . See you *Fuchur*
-
Yet another Amplitude plugin test
Fuchur replied to robcat2075's topic in Work In Progress / Sweatbox
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* -
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*