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. Here's an updated version of Squetchy Sam and an updated Action setup in a Project with your Action...I'll include these fixes in the next release. Sorry about the problems, Nik. You are the first person to test the Action Zign Track output with Sam...at least that has said anything. ----------------- EDIT ----------------- I'm not sure if the lower lip problem was because of the capture...let me know if there is still an issue. The lower lip is a tracking problem I opened the prj with updated Action setup , the action worked properly , i deleted this action(Tom2) and i imported a new action Tom3 , and dropped it onto Sam , but it didn't work What am i doing wrong ? Thanks Just to be sure: In the chor, did you attach the action to the character or did you change the blend-mode in the chor-window? See you *Fuchur*
  2. First: This is intended to be like that. Going to "Tools > Customize > Toolbars > Grooming" lets you customize the toolbar. But it will still only be visible if there is something to groom and you are in grooming-mode. So create a hair-particle-material, attach it to a group in a model and go to Grooming-Mode (button next to Bones-Mode, etc.) in the modelling-window. (and action and chor, but that doesnt matter now). Now the grooming-toolbar will be visible and you can start styling. A:M only offers you tools and toolbars if you can use them... so that at any other time your interface is tidy... Second: Did you deactive particles by acicdent? Hit "Shift+8" or go to your rendering-properties at "Tools > Options" or the Draw-Toolbar to see if Hair is turned on. See you *Fuchur*
  3. Smartskins will move the leg to extrem positions. This is intended because in most cases you will need to create a smartskin for such positions to interpolate anything between that. In general you do smartskins before you create poses, maybe even before you use constraints (depends on your character so). To make it short: It is intended to work like that. Just rotate the bone you want to smartskin in the extrem positions you intended to go and move the CPs and bias-handlers llike you want the model to look at that position. After that go to the next extrem and do the same again... dont create to many smartskinkeys so... you will get jumpy interpolations otherwise. See you *Fuchur*
  4. Just to mention it: Sometimes a "Help > Reset Settings" helps in such cases when you can't see why something is happening and it is connected to a setting in A:M... Glad that you could figure it out so . See you *Fuchur*
  5. Happy Birthday *Fuchur*
  6. You should use Hair with an hair-image instead of Sprites. Should be more or less the same, but it will be more flexible and of course: Stay where it started at. Sprites should work too, if you set gravity 0%, initial velocity 0 and all the other stuff related to the motion to 0. I like the look of it Kepp on rocking! See you *Fuchur*
  7. What do you think: Should he be a little bit wider around the shoulders and hips? He just looks a little too much like Peter Parker before he got bitten, dont you think? See you *Fuchur*
  8. Fuchur

    My new website

    Very cool! Thanks for letting us know and offering them for non-commercial use! Seems to be a hell of a value there . See you *Fuchur*
  9. Press "4" on the keys above the space-key (not sure how they are called... the non-keypad-keys). That should more or less do what you ask for... anyway it is not too useful... I recommend to you to use the stich-feature to stitch in a point where you want it to be. See you *Fuchur*
  10. It should be Roger... please try again to find it. Go to your modeling-window, select something and rightclick on the selection and go to the wizards. See you *Fuchur*
  11. Hi guys, as promised, here is the video-tutorial on the even easier pipeline from A:M to Unity using Ultimate Unwrap 3d (about 50-60 Dollars). I provided the project-data of my A:M project, the video-tutorial, links to the programms and a link to the tutorial I used to learn enough from Unity3d and scripting to produce the game you can see at the first post of this thread. A:M2Unity3d - Using Unwrap3d to export to FBX Have fun with it and let us know about your creations! See you *Fuchur*
  12. Seams like A:M has not yet associated the action correctly to the model. -> You are asked before you create an action in A:M to which object it should belong. Maybe somewhere there is the problem, so in general there should be no problems with that... See you *Fuchur*
  13. Actually it is JavaScript-based (Java is something totally different)... but you can code in different languages like JavaScript (a few difference are there, but they are small), C# and Pyton and possible some more. I will upload my tutorial this evening and you will get some infos on good tutorials for learning Unity and Beginnertutorials for Scripting in Unity too. See you *Fuchur*
  14. As far as I understand it, you dont need to do that. The directx-exporter automatically exports the actions baked and does it when exporting without the help of the user. The free version of Unity doesnt support realtime shadows (so there is nothing that holds you back from faking some using models), if I am not wrong. Just the Pro version supports realtime shadows so. But lightening is already used. I just used a Sunlight to get the game going, but you can use all the basic light-types that are available in A:M too - just without shadows. @largento: No problem That is what they are there for See you *Fuchur*
  15. Hi Robert, thanks for letting me know... I uploaded the file again with the data-folder. Unity is very new to me (started dealing with it just yesterday) so I was not sure what I had to pack into the zip. Please extract the files to your harddrive in one folder. See you *Fuchur*
  16. Hi guys... I just created a small Test-Game using Unity and A:M. It is really nothing special - I just wanted to test the workflow. You can navigate a small character created with A:M with different animations applied through a terrain and shoot hammers (although created with A:M) on EnemyTowers (although created with A:M). They are all more or less just testobjects, but I think you will see the potential in this example. It has been created in about 3 days with learning to script in Unity. For this, I used another workflow, which is even a little easier and less expensive than the other one. > A:M with DirectX-Export > Ultimate Unwrap with FBX-Export > Unity. It worked very well and is very straight forward... I will create a video-tutorial on the workflow and very likely offer my working- and project-data to you, so you should be ready to go for yourself. See you *Fuchur* PS: Game is till now only available to windows-users... (*.exe) PPSS: Please extract the files to your harddisk in one folder. Now includes the data-folder as well. hitboy_01.zip
  17. Happy Birthday Gerald, See you Gerald
  18. Nevertheless: Thanks guys I'll keep on doing what I do . See you *Fuchur*
  19. Hey, thank you all for our your congratulations... I had a nice day and hopefully it will stay that way See you and thanks again *Fuchur* PS: => called Falcor in englisch
  20. Have a great day John! Best wishes and happy birthday! *Fuchur*
  21. That depends on what you want to do. Are we talking about the pivot of the camera or the pivot of a group? I assume we are talking about the group-pivot. In general, I doesnt move the pivot (of a group) but just move the cps where I want them and than rotate them the way I want them to be. In most cases I dont work with groups as I defined them but move the I only use the pivot if I need to create very precise models where it is really important if it differse a few degrees or not. See you *Fuchur*
  22. A little bit of a indirection, but however you want and what works Every frame on every bone is normal. The exporter works like that to prevent problems with interpolation-differences between programs. Deleting all the bones is of course no option so... the exporter can't handle cp-animation! Only cp-weightening and bone-animation. (I dont think that the directX-format supports anything else). So baking and deleting all the constraints may work, but baking and deleting all the bones will very likely not work. (I didnt test this, but I dont see how it should work). See you *Fuchur*
  23. For all the export-data to a game-engine I would recommend to use your own rig without any constraints. Just plain FK without much more. Not that easy to animate, but that should help anyway. I will have to test it again, but I think it could be the constraints, especially the InverseKinemativConstraints... See you *Fuchur*
  24. No Problem guys . Go on and show us what you can do with it . v16... it depends on what you are trying to export. I think that it can be trouble-some if you try to export a model with certain properties, poses or smartskins which are not supported by the exporter... could you upload your project-file so I could have a look at the file and see where the problem may be? See you *Fuchur*
  25. Another option is for example to draw a straight spline, then draw another next to it. Create a group for the second one and place the pivot at the end of the first one using the mouse or using the numeric manipulator-options. Now rotate the group as you wish using the numberic inputs of the rotation-manipulator. This should give accurate angles... another possibility is to use your own math-knowledge and calculate the positons of the CPs you need with a simple Pythagoras-calculation, etc. The duplicator-plugin or the sweeper-plugin are, as other have stated another way of doing it. Or you draw a rotoscope in a paint-programm and use it to draw the line. Here you can find a little video tutorial about the subject: How to model accurate edges... See you *Fuchur*
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