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Hash, Inc. - Animation:Master

Fuchur

*A:M User*
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Everything posted by Fuchur

  1. Just bought one . I am very happy that they ship even to Germany... See you *Fuchur*
  2. You can turn that inverse if you want. Have a look at the Option-Menu. The default behaviour is based on the fact, that it is meant to be an "alert"-feature, because you can easily mess things up heavily when you work with Animate-Button off (you change ALL the keyframes on any given time) while it is not that bad if you work with it on by accident (you will only mess up the keyframes at one time). Anyway since Jason had the same concerns, there is the option-menu-entry that can help you if you find it more logical the other way round. See you *Fuchur*
  3. EXR has shadow-buffers and there is one with TGAs. It is normal that you get a black image with TGA. The buffer itfself is in the Alpha-Channel. See you *Fuchur*
  4. Very nice look... somehow it looks like a painting too me... but a very realistic one! Love it! See you *Fuchur*
  5. I am quite sure that "Set initial velocity to zero" cant work. Each particle gets some sort of property when it is created. If you change the initial properties, these will only effect new particles which are created, but the old once still remain in there state they were fired with. In general this is a good behaviour.... otherwise you could not make a nice transition, etc. But you dont want a transition... so this will very likely not work, but only hold the new once back from getting up at all. What you would need would be a lifetime-based velocity-value. I dont think there is one... It could however work with forces. If you set a force up and one downwards and the one poiniting down is set to 0, while the other one is set to 100 it should go up. Then you can activate the one pointing down (same power) and the particles should sooner or later come to an hold. But I doubt that they stop spinning around. (keep in mind too, that a force is an acceleration, that means: They will not stop immidelty if you slow them down from the other direction by just setting the same force-power. I'll test a little with the second solution to see if this can help. *Fuchur* Just tried it... it is too tricky to get the right settings with that. The other possibility I tried was to use Gravitional Force and set it too -100% after a certain time. (for the same time) but this is not working neighter. What exatly is it, what you are trying to do? - If you only need a static "cloud"-like particle-cloud you can just set the initial velocity and all the forces to 0 and move the emitter around like you need it. - If you need it to develope, but your camera is static, you can use a post-program to just stop the clouds at a specific frame (keep the last frame after the animation). - If you need it in A:M (3d-space) you can render the sequence out and use several layers to simulate a 3d-behaviour. ...etc. It highly depends on what you are after. See you *Fuchur*
  6. I am quite sure that "Set initial velocity to zero" cant work. Each particle gets some sort of property when it is created. If you change the initial properties, these will only effect new particles which are created, but the old once still remain in there state they were fired with. In general this is a good behaviour.... otherwise you could not make a nice transition, etc. But you dont want a transition... so this will very likely not work, but only hold the new once back from getting up at all. What you would need would be a lifetime-based velocity-value. I dont think there is one... It could however work with forces. If you set a force up and one downwards and the one poiniting down is set to 0, while the other one is set to 100 it should go up. Then you can activate the one pointing down (same power) and the particles should sooner or later come to an hold. But I doubt that they stop spinning around. (keep in mind too, that a force is an acceleration, that means: They will not stop immidelty if you slow them down from the other direction by just setting the same force-power. I'll test a little with the second solution to see if this can help. *Fuchur*
  7. I like him... maybe you could even do without the knees at all (like rayman > Image) but I like him this way too See you *Fuchur*
  8. The LightMaps-Export is still there: 1.) Create an object. 2.) Create a chor (with default lightening for instance). 3.) Bring the object to the chor. 4.) Rightclick in the PWS on the chor and choose "Export > LightMaps". 5.) A menu pops open. Choose a path to which it should save something. 6.) If you just hit okay after choosing a path, each object in your chor will get a new folder in that directory and there are many different image-files which were exported. The maps are there, but I am not quite sure what to do next now... I'd say these are somehow like PatchImages (so each map for each patch), but since they are not applied, I am not sure how to do that. (the ground-model is usually just one patch and you can easily see how it was intended if you add the map of the ground as a patch-image to your ground-model...) If you choose "polygon" instead of "patchmodel" the log-file next to it will contain some position-informations. (at least I think that is what it is... maybe some kind of UV-data) I think I remember something that this has been implented for Avalanche and a special workflow they used a while back. It exports maps, but I don't know how they should be used afterwards. This is one of the sleeping beauties in A:M if you ask me... I never tested it with radiosity etc. neighter, but normal light-sources work as they should. (as far as I can see from the ground-model). See you *Fuchur*
  9. You think of lightmaps, right? There has been a lightmap-functionality I stumbled about a few version back, so I never got it to work as I would have expected. Maybe I was just doing something wrong... Maybe Steffen or Robert can say something about that. See you *Fuchur*
  10. If you change your hardware (and maybe the OS is also an issue) your host-id changes and the softwaredongle will not work anymore. You should ask support@hash.com for reassigning your licence. See you *Fuchur*
  11. I am not quite sure about the knees you gave him... locks a little odd to me, but everything else: Very cool! See you *Fuchur*
  12. Really an amazing afford. If I can get my hands on one of the DVDs, I'll buy one! See you *Fuchur*
  13. Thanks . I am currently rigging him and here is a small inbetween-step of the Raven. The hair / feathers are really behaving well... in general I would have expected, that it would be troublesome to move him without any jumping, etc. but nothing in that direction happened. It is only a pose I did for rigging (to see if everything behaves right) but it looked quite well to me, so I wanted to show it off. His beak is now a little bigger too, to better suit my reference-images (I thought it was to big when I modelled it, but when I saw the image of the raven above, I did rework it there). See you *Fuchur*
  14. Please make sure to screencapture your problems / errors. otherwise we have hard time guessing here. And if Steffen needs to have a look at it it will be much easier for him too. Nayway it sounds like a computer-specific or codec-problem to me. You may want to uninstall A:M and reinstall it again, just in case. See you *Fuchur*
  15. v6 is 10-11 versions away. It has changed A LOT. I think '98 is RELATIVELY near to the current version (isn't that the first version where a character could be created in one modelling-environment, etc.?), but there is a reason why I have written that in uppercase. Keep in mind we are talking about more than 10 years of development here! In software-terms this is really a very very long time. I would absolutely recommend to get the current version. It would just not make much sense to work with such a old version. Nobody can help you if you run into trouble anymore (I doubt that there is anyone who still has that version installed). See you *Fuchur*
  16. Hi! Thank you very much for the nice words . Here is a second turn around. I think I will have to change the texture of the feathers to make it brighter, but the violett specular was not to much of trouble. It now looks like a magic raven too me, which is exactly what I was seeking to do. Thank you very much Nacny I'll test the texture-changing next and see what it will result in. And yes, I am quite sure I will rig and let him fly . See you *Fuchur* PS: Let me know your email-address and I will send you the model when it is done Lloyd . turn_3.wmv
  17. Ask Jason (support@hash.com) about PayPal or use a credit card. If you want to buy the CD-version you can go to Safe Habor too, if I am not wrong. It seems like they are selling the current version too. For subscription you have to buy it at hash.com. See you *Fuchur*
  18. Thanks, had a look and found it in v16 too... so I guess you are right. I edited my post. See you *Fuchur*
  19. Hi guys, I am currently working on a raven-model. What do you think? See you *Fuchur* turn_1.wmv
  20. Hi guys, since this has not been mentioned explicit before I wanted to tell you about some smaller but very nice features which have been developed for v17: - Copy surface-group-values from one group to another: 1.) Create one group. Give it some surface-values like a color-value, etc. 2.) Create another group. (can be empty or not) 3.) Press CTRL and drag the first group on the second group. > A:M will copy the group-settings of the first one to the second group. - Copy group-pivot to material: 1.) Create a group in a model and a material. For example a checker-material should be well suited to demonstrate it. 2.) Drag and drop the material on it. 3.) Rightclick on the group and click on "Copy group-pivot to material". > A:M will place the materials origin to the groups pivot. Before it was on the 0/0/0-point of the model. Can be helpful if you need to adjust a material in a specific way. These are those which came to me mind recently. Maybe I will post more here in future. In connection to that, this one available since v15 is a nice thing too: - Create material from group-settings: 1.) Rightclick on the group with the surface-settings you want to use as a base for the material. 2.) Choose "Create material from surface". > A:M will create a new material with the surface-values of the group. See you *Fuchur* EDIT: Thanks mtpeak, had a look and found it in v16 too, so I guess you are right. Never noticed it before...
  21. Or you may want to have a look at this solution: Planetary Glow with patches and transparency-map See you *Fuchur*
  22. Good, we like it that way... See you *Fuchur*
  23. Yes, that is the best way there is... or you just rotate your texture in your 2d-graphicprogram. But this is the better solution in many situations. Had nearly forgotten about it. Thanks for the reminder! See you *Fiuchur*
  24. It was made by Stephen Millingen. He is really a talented guy and did this short with much passion and put much time into it. See you *Fuchur*
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