sprockets Learn to keyframe animate chains of bones. Gerald's 2024 Advent Calendar! The Snowman is coming! Realistic head model by Dan Skelton Vintage character and mo-cap animation by Joe Williamsen Character animation exercise by Steve Shelton an Animated Puppet Parody by Mark R. Largent Sprite Explosion Effect with PRJ included from johnL3D
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Hash, Inc. - Animation:Master

Fuchur

*A:M User*
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Everything posted by Fuchur

  1. It is more like an interpolated texture or something like that. I dont see that this is available in A:M right now, but still yes: It is quite much to do for that. See you *Fuchur*
  2. I am quite sure they are, but Normals are facing the right direction, right? See you *Fuchur*
  3. That is fine, but I think it is more about the fun to do it than to have the model in the end... at least for me. See you *Fuchur*
  4. There is the smooth-plugin... but it is not exactly what you are searching for. See you *Fuchur*
  5. The question is: Do you really need that resolution? 0,1 mm is already quite small. Is it necessary to go to 0.025? This only makes a difference with technical functional-models (if at all) and lets face it: For that it is more like a fun thing or to initially try somet stuff out, but you will have a hard time building something useful in that direction with it. It is more for models, prototypes to show stuff, etc. In the end: Do you need the resolution? For most purposes I would say: No. And the good thing about the makerbots: They have experience and you can print bigger objects while being less expensive. I'd go for a makerbot. Although I find the dual-extrusion-model not too attractive... for different colors you very likely will use an air-brush-system anyway till they can provide 512, 1024 or even 2048 colors. (some of the high-end-printer can deliever that... but I dont have my moneybag around to pay 100.000 Dollars right now... ) I am playing with the thought to buy a replicator 2 so... See you *Fuchur*
  6. I would lean him a little bit forward so he can balance out the other leg and arm better at the first image. Other than that: Nicely done See you *Fuchur*
  7. However... that turned the five-pointer into a six-pointer. New problem! Martin would likely be the ultimate authority on how A:M deals with these things since he originate the code for it. Too bad he doesn't visit much anymore! he is only adding the cp to force another subdivision behaviour... it would not really be there. it is only to illustrate the difference. see u *fuchur*
  8. Really good example! Thanks for showing... maybe it would be worth to have a look in that direction. See you *Fuchur*
  9. Pardon me but, how do you bake the surfaces ? Its something I would like to try but couldn't find the option... ? regards simon that is a new feature in v16. see u fuchur
  10. Same from me . Congratulations and keep on rocking . See you *Fuchur*
  11. I like that very much. Did you use dynamics or were the bounces keyframed ? regards simon It is all just cloth-dynamics. Didnt do anything but placing them above the camera . Very much fun . Attached you can find the project-file. Hope you have fun with it . See you *Fuchur* box.prj
  12. Hi! Just wanted to share a small simulation I did with these cubes. It is a cloth-simulation... even if it does not look that much like one See you *Fuchur* rendering_box.wmv
  13. Many of those problems may be overcome if you just minize and maximize the current window (in A:M itself). You just have to force a refresh of the drawing engine. Try that first before closing and opening A:M again. I have not experienced this with my new card, but my old did that too some times. That was my (qite easy) workaround. See you *Fuchur*
  14. Do you know any more about that? Get an AMD HD7850 (for instance) it is a very solid card for about 200 bucks and I am very pleased with it. I have a PowerColor 7850 PCS+. The other stuff depends on what you want to built: Single-Core-Performance: Most Intels will outperform AMDs of the same price-range. Multi-core-performens differes, especially for the 6-core AMDs. See you *Fuchur*
  15. Really, really great looking candle! See you *Fuchur*
  16. Jason wanted to check on the permission first... in general: No it is not a good quality. You can see what is going on but that it is. Till now it is only on the FTP-server (not freely available if i am not wrong) See you *Fuchur*
  17. just to mention it: it is not as anybody else hasnt used such techniques before... there actually are software packages which had more or less equal approaches already built in. and there are other spline tools available too... am is a very good one but jpatch spatch and shade are using mainly splines too... A:M is the best to use because it has a great workflow... that is A:Ms strongest point. ...and... You say that like it's a bad thing. The advancement of the competition and furtherance of technology is a good thing. Advancement helps everyone. Competition keeps prices low so that customers can access technology that is prohibitively expensive. Only time will tell the tale but it's obvious to me that A:M is here to stay. How many other spline drawing options are out there waiting in the wings? None. Zilch. Nada. Nothing. In this regard, A:M has no competition. A:M is that unique. And herein lies the beauty of the thing. As competition gets closer, A:M's life doesn't get harder... it gets easier.
  18. From the change log, Steffen already got it worked out and in v17a it should work again, see #0006210: - 0006208: [Installation (Intel)] The installer does not write shortcuts to the right path in windows 7. (sgross) - erledigt. - 0006203: [_Other] Characters with properly centered spines for distribution (sgross) - erledigt. - 0006225: [Rendering] Bulb type light position changes AFTER rendering with multipass = ON (sgross) - erledigt. - 0006212: [Realtime] For some projects / props realtime transparency is not shown corectly... (sgross) - erledigt. - 0006226: [Lighting] Deleting 1 bulb light from chor (with 2 bulb lights) sometimes causes crash, but always renders wrong (sgross) - erledigt. - 0006223: [_Other] Props which are saved in a chor which has been exported and imported again will import a second time... (sgross) - erledigt. - 0006224: [Constraints] Props which are attached for instance with a OrientLike in a Chor will loose the constraint-relation after reload... (sgross) - erledigt. - 0006220: [Bones/Rigging] AM v17.0 crashed when I tried to complete the 2008 Rigging on a model (sgross) - erledigt. - 0006213: [Relationships/Poses] Bone visibility keys are not saved in the negative percentage range of a pose slider. (sgross) - erledigt. - 0006179: [Rendering] Background Noise on Render (sgross) - erledigt. - 0006210: [Interface] Missing Icons In PWS (sgross) - erledigt. - 0006201: [Rendering] Artifacts When Rendering Image Sequence To File (sgross) - erledigt. - 0006204: [Constraints] Path Constraints fail when a project is reloaded (sgross) - erledigt. - 0006200: [Modeling] Bone crash (sgross) - geschlossen. Sorry, German language in Mantis (A:M Report System). - geschlossen = closed. - erledigt = solved. See you *Fuchur*
  19. there are exceptions of that rule... facial animation especially lip synchronisation can be jelpful with that... yes i see that it is aliitle against "make it look good when u see it and only from that perspektiv but if you change something later on it can be tricky... see u *fuchur*
  20. Sounds worth a kickstarter campaign . See you *Fuchur*
  21. Go to "Tools > Options > Folders", select "Libraries (lbr files) from the drop-down, click on the Icon for "New (Insert)" (see tooltip) and tell A:M where to search for the LBR-file. After that hit okay and restart A:M. See you *Fuchur*
  22. Jep, Steffen can't help you there... you will have to wait for Jason there. And it will very likely take till monday before he will be able to answer. Sorry, but you may have to talk about it with your wife . I am sure she will understand it and it will be okay, since you very, very, (very) likely get the money back. See you *Fuchur*
  23. The next A:M release will be able to import STL-files as props (and model) too. See you *Fuchur*
  24. You loose all kind of informations with that, for instance: Depth-Informations (however that can be given out as a buffer), Motion-Information based on objects instead of pixels, normals, etc. Some of those can be put out as a buffer but not all. See you *Fuchur*
  25. Pretty danged cool, Rob. Did you try 'upping' your project FPS to some ridiculous amount, like 400 ? For some reason that made them go faster You can do a trick there: Rendering at 50fps (or more) and set the playspeed to 25fps. See you *Fuchur*
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