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Hash, Inc. - Animation:Master

Fuchur

*A:M User*
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Everything posted by Fuchur

  1. Most (free) stuff is included with A:M now... The plugins I am aware of which are not included are these: - 3d Painter - A:M Track - FakeAO See you *Fuchur*
  2. This is getting hard... okay so what I can remember is: Version 15 (2008) Liquids, Baked Surface (bake materials and decals to decals), Hash Animation:Master Realtime (HA:MR) integration (no longer available in newer versions) Version 16 (2011) 64-bit Version, Netrenderer-integration with Multicore-support, 3d connexion device support, OBJ-MDD-Animation-Export, overall performance-boost Version 17 (2012) Snap to Surface (Retopology-Tool), Animation:Master Answers, SSE4 instruction support, Create your own "Support"-page, Animate-Mode indicator, Improved Cloth-Simulation with Hi-res Simulation, STL-Export (with resolutionlevels up to 64 instead of formerly 16 polygones per patch) You can find tutorials for Snap To Surface on my website. (see below) There is very likely much much more that I am not aware of now... See you *Fuchur*
  3. Dankeschön . Und machen wir schon. Ist nur mal eins der Projekte, wo man es auch mal veröffentlichen darf... (Thanks . And we already do. This is just one of those projects we can show off... ) Bis dann *Fuchur*
  4. *grin* Yes it is... so we often use "Dreck" instead but it is a common word . See you *Fuchur*
  5. Best wishes! See you *Fuchur*
  6. I really was amazed on the robust displacement-mapping while doing this animation... First I modelled the pimples but I didnt want to weight those, especially since the customer changed the design of the product several times while we were producing the animation. And so I first used an TGA with all the pimples on it but had quite many noticeable steps in the pimples... finally I used an EXR-file with 32bit to avoid the steps in at the pimples and it all got very smooth and worked in an instance. I was worried because people here on the forum had problems when animating with displacementmaps, but as you can see it worked like it should without any trouble. (even when you look quite directly at the front and the pimples are more or less 90° to the camera they render quite well. The project was really fun and both the customer and us liked the result very much! Thanks A:M... it really went great and production in A:M was very fast. See you *Fuchur*
  7. Here is one of the newest animations for one of our customers done in A:M and AfterEffects. Hope you like it: WC-Wunder - 3d Animation See you *Fuchur*
  8. I really love that Well done! See you *Fuchur*
  9. Lass es krachen und alles Gute! See you *Fuchur*
  10. Do them in seperate once if you dont intend the other bones to always move too if you are rotating the bone the smartskin was made for. (this can be useful too, depending on what you are after > for instance if the task is: if you close one eye-lid the second should always follow, etc.). Short answer: In general use one for each bone. See you *Fuchur*
  11. Boah ne, oder? Ja alles Gute natürlich auch von mir... *kopfschüttelt* Wenn man mal 2 Tage nich guckt... See you *Fuchur*
  12. They always ask for costs per second... that is just not a good way to measure it... I often try to explain it this way: Animate a ball in an empty screen-space vs animating a whole city... It is always about how complex the scene is... and it is how much have to be modelled and at which quality. They very likely expect todays movie-quality but are willing to pay for a b-movie from 1970s. In general it is no use to tell them that... just ask them what they want, calculate your costs (what you think it will take). Than give them 3 options: One for low quality, mid-quality and high-quality... And dont forget to fix how many changing-rounds are included... In general give at least one, maybe two... if they have more changes, tell them that they are going to get out of that range BEFORE you do the round. Most will go for mid-quality, so this one should be calculated reasonable. See you *Fuchur*
  13. I'd say with a little bit of tweeking it is like the Bundeswehr (German army) green, which would be quite right for that vehicle... Bundeswehr green See you *Fuchur* PS: Quite ironic that the hippie-car itself is colored in military color .
  14. I am not sure why Jason is using a short-url now, but the directly-link should work: FTP-Server-Link See you *Fuchur*
  15. If you upload all data needed to somewhere we can get our hands at, I would help you with that rendering-job . 10 cores at home and many more at work, so let me know . See you *Fuchur*
  16. You could of course use geometry inside your object to emit particles. Or you could use a Surface-Constraint to assign an emitter (close to not visible: Transparency of 99.9% emitter) to the surface. See you *Fuchur*
  17. It is very useful. I'll give a short introduction on that this evening. See you *Fuchur*
  18. Gg viel spass ihr beiden coole aktion dass ihr das so kurzfristig durchzieht
  19. I think you are talking about this one, am I right? Material Effectors in A:M See you *Fuchur*
  20. I'd say no, since particles are (till now) no 3d-objects in A:M. But nevertheless: Try it out! See you *Fuchur*
  21. Really cool character and a real nice effect! See you *Fuchur*
  22. I dont think it is intended to work like that, but it works like this: - Download masterchm.zip - Extract its content into the hash-installation-folder - rename "dummy.chm" to "dummy.old". - Restart A:M. > Anyway it will only give you access to the TAO & the TechRef and is not a real helpfile anymore. See you *Fuchur* PS: I discovered a nice info about netrenderer there... Netrender.chm is a helpfile and does explain some things about Netrenderer.
  23. Very crazy... I mean... crazy good looking... *Fuchur*
  24. Awesome, thanks. Rich ...or you use the draw-toolbar. There is a button you can use to toggle many of those view-settings very fast. (rightclick in an empty toolbar section and choose "View > Draw") See you *Fuchur*
  25. Pardon my ignorance but, intrigued by your video I followed up the trail to Steffen's plug ins for V15. I get a Hxt file but were should I put it and how do I access it later ? regards simon It has to be put into the "hxt"-folder in your A:M installation folder. After that you can access it using your right mouse button in the modelling-window going to "Plugins > Wizards". See you *Fuchur*
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