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. 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*
  2. 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*
  3. 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*
  4. 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*
  5. 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*
  6. Really an amazing afford. If I can get my hands on one of the DVDs, I'll buy one! See you *Fuchur*
  7. 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*
  8. 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*
  9. 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*
  10. 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
  11. 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*
  12. Thanks, had a look and found it in v16 too... so I guess you are right. I edited my post. See you *Fuchur*
  13. Hi guys, I am currently working on a raven-model. What do you think? See you *Fuchur* turn_1.wmv
  14. 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...
  15. Or you may want to have a look at this solution: Planetary Glow with patches and transparency-map See you *Fuchur*
  16. Good, we like it that way... See you *Fuchur*
  17. 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*
  18. 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*
  19. Hi Xtaz, well deserved win . Your's was just the best. See you *Fuchur*
  20. ...and here: My favourite images This is a more complete list, but still not very c omplete . A:M Stills About your backgrounds-question: A:M is not limited to just creating characters (however this is what it can do better than any other software I know) or something like that. You are free to create anything you want. Anyway: It is not a landscape-generator or something like that so it has a basic one included. See you *Fuchur*
  21. It is not only AI8 but it is necessary to ungroup everything before you save to AI8. But with that it should be working very well. See you *Fuchur*
  22. You can close all (but the 0) down by first deleting them from the pool-list (so they are no longer rendering) and then go to your taskbar (next to the system-clock), right-click on the icons of them and shut them down. After that you can restart 3-4 nodes again and it should be working. I thought Steffen already handled that (I asked for that a while back) but it seems you have to go the old way. See you *Fuchur* PS: A:M seems to just count with the numbers of the nodes. So if Node 0 goes down you have to close them all, if Node 2 goes down you only have to shut down 2 and 3 before you can go on again.
  23. In general you just need to copy the master0.lic-file of your v16-folder to the v17-folder. But nice that it worked that way too . See you *Fuchur*
  24. -> "Public beta" . So yes you can, but you need an activate v16 subscription. If you own that, you can just download the installer and install it. See you *Fuchur*
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