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. Very nice looking guys and fine looking comic-style . Keep on rocking! *Fuchur*
  2. It looks backward (sideways?) to me. If it is just the angle we are seeing it from then I would suggest sticking that 'arm' straight out and then bending the bear's left elbow backward. This would serve several purposes one of which is to place a little weight down on the left front leg. Right now it doesn't seem to me that any of his weight is bearing down on his legs. (pun intended!) (I'll be glad to draw it if I'm not being clear) Right now it seems there is a hint of this polar bear being a toy and I can only guess that it's the leg that is creating that perception. Impressive hair Robert. I made a few updates and used Robert's method for hair rendering and got rid of the muhair-shader. Quite nice looking. And yes it was the wrong way looking. Changed that too. I had to increase the density again and got rid of shadow-throwing for the hair which brought me down to about 6:45 per pass. Otherwise it was close to twice that render time, I know the Golden Compass and liked it, so I am not yet sure if I am after that kind of look... I will however have a look at it again. Thanks for the advise See you and thanks for the input... helped a lot! *Fuchur*
  3. Since you had a subscription before, you need to get rid of your current master0.lic to get the activition-window. It is placed in your Animation:Master install-folder. Don't just delete it so, but rename it to "master0.bak". After that you need to start A:M and you should be asked to enter your activation-code again. Enter it and wait. Since it worked once with your system, it should work now again. You need to be online for the activation, so make sure you are and the Animation:Master-install folder needs to be writeable for A:M. See you *Fuchur*
  4. Fuchur

    Fixing stuff

    Very cool . Was a lot of meassuring involved? See you *Fuchur*
  5. I will ask Jason if he got your mail. See you *Fuchur*
  6. I worked a little more on it and gave him a (very basic) landscape around him. He is now (at least) basicly rigged. See you *Fuchur*
  7. Just to show you guys what RectErect is: Link See you *Fuchur*
  8. You may want to use a falloff on the material effector... other than that: Great! *Fuchur*
  9. Here is a tutorial on the subject: Material Effectors See you *Fuchur*
  10. You need to delete them at the Models-Properties. Go to Model-Properties > "User Properties" and right-click on the once you want to get rid of and choose "Delete". See you *Fuchur*
  11. Click on it and you can still activate it very likely (otherwise it would be a bug). This is something else and depends on one or more of these: - Default-Behaviour has not been changed at the model itself. - State is inherited by the model but CAN be change in the chor so that you can overwrite the properties-value of the instance (not the model-element itself but only for the reference / instance used). These are the states available for a propery: - default > not changed in the model or the instance of the model. (in general grey) - inherited > changed by the model and inherited to the instance. (in general grey) - overwritten, but static > changed for the shortcut and saved in a so called "driver" in the chor or an action. (black) - overwritten, not static and keyed > changed for the shortcut and saved in "driver" in the chor AND keyframed in the chor with a keyframe at the time you are currently at (blue). I think I will do a tutorial on that in future... See you *Fuchur* PS: This is all written from my memory... maybe I confused some of the colors...
  12. That are the two ways which make sense... (as easy as it'll get... Copy&Paste...), so that will not bring bones etc. over... than you need to import one into the other). What do you want to do? These are really easy actions... you want to have them in the same modelling-window, right? Or do you just want to animate them together? Than you just have to create a choreography and drag and drop them on the new chor... See you *Fuchur*
  13. Jep, cool stuff! Well done! See you *Fuchur*
  14. I asked Steffen for such a feature (it is in A:M Reports) but this is not possible till now. But it may be possible in future. See you *Fuchur*
  15. I would highly recommend to watch my video-tutorial on the subject before you do anything else. It really covers all you need. Anyway what you did wrong is, that you are trying to export directly from an Action-file. That is not the way it should be done. First go to your modelling-window and do an export from there. This will create the model-file with the bones, weights and the geometry and textures. After that, go to the action-window and try to export again. It will now ask for a file and this time you search for the previously generated directx-file. It will then append the animation to the file (or create a new one with the animation applied to it. See you *Fuchur*
  16. Have a look at my signature... you will find tutorials on the subject. See you *Fuchur*
  17. Got it worked out... lowering the brightness would lower the whole hair brightness too much... I adjusted the Transulance Deviation (-30) and now it is quite nice. The lightening is the standard-lightening of the Chor, so it should work for many situations (which I aimed for...) I although attached an image with my settings, which worked out okay now. (some settings are changed over length, but not the once of the Shader itself. Density is at 3 and renderingtime is okay too (about 6:15 min per frame with one core). What do you think? See you *Fuchur*
  18. Did you render with Netrender or with Animation:Master open four times? See you *Fuchur*
  19. Yes I am using the Hair-Shaders... the first image was created using Kajiya Ka. The second one was created using Muh hair... I had to make quite many adjustments, but it looks very well... I am coming closer... a little to bright at his back, but the hair at the other parts looks much better... See you *Fuchur*
  20. Another update... now with hair... it is a little too bright, but other than that I like it quite much. I have gone a little back like Nancy suggested and tried to reconfigure him to have a higher back, etc. See you *Fuchur*
  21. Best wishes! *Fuchur*
  22. You need to create the street-lamp (very basicly) in 3d. To throw a shadow on the car. I would use a decal instead of a layer for that. So model a flat-model with the lamp in it, decal it from the frong with a decal (with the image you are now using as a layer) and use it instead of the layer. Or you just "fake" the shadow. For that you could use another image with a transparent background, and a semi-transparent "shadow" and position it in front of the car. See you *Fuchur*
  23. Have a great one! just the best *fuchur*
  24. That would be Collada or FBX-fileformat at its best. But unfortunally you cant do that with A:Ms exporters right now. (especially FX is very challenging there.) ///////////////////////////////////////////////////////////////////////////////////////////////////////////// DirectX-fileformat has nothing to do with your graphiccard. (and I dont think that there is any graphiccard not using that... nvidia or ATI both give you the option, but on Mac the hardwareacceleartion is based on OpenGL... anyway, the fileformat should be working no matter what. It is just another way to save geometry and animation-data. For rendering purposes, the Soulcage-Department uses another way so: They use OBJ-exports with the MDD-export-plugin to get the geometry and the animation into Modo (which has a nice renderer too). Hopefully some of these informations will help you... See you *Fuchur*
  25. Can Max import directX? with that it should not be that troublesome... or Unwrap3d of course... I cant see why someone would like to animate with Max instead of A:M.... modeling maybe if you are more into box-modelling, but animating? That is so much easier and fluid in A:M... (at least when I last checked Max in version 7 it was quite unpleasent...) Anyway: Have a look at my FBX-Pipeline (see signature) too... that one could help you guys too. See you *Fuchur*
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