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Everything posted by Fuchur
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I look at the shape of the curve, delete the CP i don't want, then reshape what's left to look like what was there before. You only do this on one curve at a time. But unless a CP is the cause of some problem I just leave it. One method I've found to work in a good number of places is to create a keyframe at the appropriate location on both sides of the keyframe that I want to get rid of and then delete that keyframe. This merges in the sense that it averages the new keyframe out based on what is happening at the two extremes outside the new keyframe... that's what I might term an 'averaging merge'. A little more controlled merge would be that of simply sliding the keyframe from the old location to it's desire position. This has the benefit of maintaining all of the keyframes (i.e. not averaging them based on it's neighbors) but is subject to the biases of both. I'm not sure what this form of merge would be called as technically it's not really combining any keyframes. Perhaps it is 'transposing'. Trans + Pose.... that works for me. 'Transferring' would then be using the Copy/Paste method of moving keyframes from one location to another. In the end you could use the export-method again going to *.mot and using a value other than 0 for importing back again... See you *Fuchur*
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I understand what you are saying. A similar issue exists with the various rigs that a character can have in A:M. Actions created for one generally will not work another. As I'm after the poses more than the motion itself the BVH data could be used without any constraints at all to inform the poses as well. I'm not after every keyframe but rather only those poses that work the best for the intended action. I expect to hand animate the rest. I have a tentative plan to setup Thom (or some other character) to work with the Carnegy collection and use that as a trial for testing out optimal workflow in A:M. I have a video-tutorial on my website about that. It is only showing the basic process not a real finished result, but you may find it useful anyway. A:M & BVH Tutorial See you *Fuchur*
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I look at the shape of the curve, delete the CP i don't want, then reshape what's left to look like what was there before. You only do this on one curve at a time. But unless a CP is the cause of some problem I just leave it. Reduce keyframes will do that for you. You have to do it one by one with everychannel, but it is still faster then going through all of them by hand. on the channel you want to reduce in PWS and select "Reduce Keyframes". You will be asked for a reduce-level to insert... See you *Fuchur*
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Ah, did not realised we were talking about the chor but thought of an action itself. But yes, than Roberts suggestion is the right most straight forward one. See you *Fuchur*
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A:M Beginner-Tutorial Modelling (with v17)
Fuchur replied to Fuchur's topic in A:M Tutorials & Demos
Thanks for the response . Hope that it will help people to understand A:M's modelling better. See you *Fuchur* -
An easy way is, to export your action as *.mot-file and reimport it again with a tolerance of 0. Step by step: 1.) on the Action in the PWS and choose "Plugins > Export > Motion (*.MOT)" 2.) Export the action to a file. (name does not matter) 3.) on the Action in the PWS again and choose "Plugins > Import > Motion (*.MOT)". 4.) Choose a tolerance-level of 0. 5.) Import again. Neve tried this before, but it worked in my simple case here. See you *Fuchur*
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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*
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Problem With Bump Mapping (Decal Baking)
Fuchur replied to ludo_si's topic in Work In Progress / Sweatbox
I am quite sure they are, but Normals are facing the right direction, right? See you *Fuchur* -
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*
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There is the smooth-plugin... but it is not exactly what you are searching for. See you *Fuchur*
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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*
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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*
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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*
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Really good example! Thanks for showing... maybe it would be worth to have a look in that direction. See you *Fuchur*
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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
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Same from me . Congratulations and keep on rocking . See you *Fuchur*
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Just A Small Little Fun With Cloth...
Fuchur replied to Fuchur's topic in Work In Progress / Sweatbox
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 -
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
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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*
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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*
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Really, really great looking candle! See you *Fuchur*
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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*
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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.
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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*
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It was a dark and stormy night.
Fuchur replied to Simon Edmondson's topic in Work In Progress / Sweatbox
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*