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Hash, Inc. - Animation:Master

Fuchur

*A:M User*
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Everything posted by Fuchur

  1. Have a great day John! Best wishes and happy birthday! *Fuchur*
  2. 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*
  3. 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*
  4. 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*
  5. 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*
  6. 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*
  7. Hi guys, I just wanted to let you guys know that there is a new tutorial on how to export from A:M to Unity (a gameengine using the FBX-format) on my website. Video-Tutorial: A:M2Unity3d. Another tutorial can be found here about how to export from A:M to Quest3d. (a 3d engine using the directX-format) Video-Tutorial: A:M2Quest3d. Hope you find them useful! See you *Fuchur*
  8. Have a very nice day Luuk! Best wishes *Fuchur*
  9. I did the pipeline again and it worked well: 1.) A:M: DirectX-Export-Plugin. 2.) Fragmotion: Import DirectX > Export using Milkshape-Format. 3.) Milkshape: Open Milkshape-Format > Export Alias FBX 4.) Unity: Import FBX. ---------------------------------------------------------------------------- I did a video-tutorial on the pipeline here: Video Tutorial A:M2Unity3d / A:M2FBX Hope you guys like it and can use it! Best wishes *Fuchur*
  10. Although possible, so when I last tried it, it had a buggy importer at XSI too... See you *Fuchur*
  11. DirectX > Fragmotion (quite inexpensive, well known in the game-industry) > Milkshape (free) > FBX... that is the possible pipeline... See you *Fuchur*
  12. You need a bone-hierchy, right? Otherwise you can use an OBJ-file with the MDD-export-plugin. > OBJ provides the geometrie, mdd the animation (on a CP-level). Other than that: You may be able to use Fragmotion. I heard of people using it with the directx-export from A:M. It can export to several game-engines after that, so not to FBX or Collada. It can however export to Milkshape and Milkshape can export to FBX. I would like an FBX or Collada-exporter too, but till then this is an unexpensive way to get A:M-models to Unity. Another, shorter but although much more expensive way is to use Right Hemispheres Deep Exploration. So I didn't test this route yet... it is however one of the most powerful converter-programms out there. See you *Fuchur*
  13. I would not use a 5-point-patch for the dead-end-spline. That one is perfectly suited for a hook. However I would although try to not set the hook next to the 5-pointer but try to set it a spline-loop away from the 5-pointer. That should solve the problems you are having there. See you *Fuchur*
  14. Still I think that A:M offers the most intuitiv and easy way of doing it. Select something, and the selection is the rotationpoint. select something else and that one is the point... very fast, very easy to understand and very powerful. You just need to get a little mor experience if you ask me... There is no easier way in A:M to work with so... everything else is much more complicated (like translating the black-bone / model-bone, etc.) See you *Fuchur*
  15. For Example the mousePointer ist used to determine the rotationpoint or there is a static point defined before or the object pivot or the global pivot etc. Keep in mind that most programms use a global space only... A:M has a great and intuitive way doing it. See u *Fuchur*
  16. I cant think of anything... so I find this is a very intuitive way doing it. Best I have ever seen in A:M, because it is so easy to see what you are rotating around. In other programms that is much more complicated... See you *Fuchur*
  17. Try this. If you have CPs in a symmetrical model that have lost contact with their mirrored counterparts in "Mirror Mode" after "Copy/FlipAttach", you can reconnect them as follows; First turn Mirror Mode OFF. Then left click the troublesome CP to select it. Now right click on the selected CP and a contextual menu will appear. From it select "Snap to Mirrored point(s)". Turn "Mirror Mode back on and they should be reconnected now. Thanks for the guidance. I recall using it before but it didn't work for me, must have been because mirror mode was still on. I'll toy around with it some more, and make sure mirror mode is toggled off. I tested it and it seems to have to do with the Mirror-Mode-Tolerance (and / or the group-snap-tolerance) - value. If the difference of the mirrored CP is larger than the tolerance-values, it won't work. Have a look at "Tools > Options > Modelling" and see if you can get it to work. For my test it worked when I increased the tolerance-values there. See you *Fuchur*
  18. Try this. If you have CPs in a symmetrical model that have lost contact with their mirrored counterparts in "Mirror Mode" after "Copy/FlipAttach", you can reconnect them as follows; First turn Mirror Mode OFF. Then left click the troublesome CP to select it. Now right click on the selected CP and a contextual menu will appear. From it select "Snap to Mirrored point(s)". Turn "Mirror Mode back on and they should be reconnected now. Wow, thanks Mark, I didn't know that one! See you *Fuchur*
  19. ... just to make it clear: You are rendering the right frame, right? You need to render frame 29 (actually 29,5, but that is not a real frame, so 29 or 30 should look very similar to your realtime-view) See you *Fuchur*
  20. Does it change anything when you use "Global Axis"? See you *Fuchur*
  21. Wow... v5? how old is that? Do you really think someone has one of those installed? My first one is v8, and even that is ancient... What do you need it for? See you *Fuchur*
  22. Dont think so... Maybe you can test if a 1pass is enough for the depth buffer (maybe blured?) and render the images in the usual way?
  23. You will want to be a little careful assigning an IP address in the range that your router might give out addresses. A problem can happen when a new device comes online, and the DHCP server (in the router) gives out 198.162.1.5 to that new device, and there is a conflict with your existing device. There is usually a configuration value in the router to specify the range of DHCP addresses it will give out, frequently by default it is 1-50 or 1-100. One thing you can do is change the router to give out dynamic IP addresses beginning at 100, and reserve 2-99 for your static addresses (1 is usually the router itself). Yep, may cause problems. Easiest way to get around that: Assign a IP-address that is unlikely to be given out like 198.162.1.200. It is unlikely that you use 200 ip-addresses in the next time. Dont use 254 so. This one is although often given to a second router / etc. because it is at the end of the range. Your address is a little strange to me so. 192.168.1.5 / 192.168.0.5 would be much more common, so you may not run into trouble anyway. See you *Fuchur*
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