Jump to content
Hash, Inc. - Animation:Master

Fuchur

*A:M User*
  • Posts

    5,369
  • Joined

  • Last visited

  • Days Won

    84

Everything posted by Fuchur

  1. Jason (-at-) hash (.) com Which one? Or is either acceptable. Both should work... *Fuchur*
  2. Yes but I would not recommend it... it can result in creases easily... If possible try to insert a 4 point-patch inbetween... See you *Fuchur*
  3. support (-at-) hash (.) com See you *Fuchur*
  4. Oh okay yes that is an option too... See you *Fuchur*
  5. In general you use action for circleable animations. That means yiu dont move a chatacter as a whole or at least bring it back were it started... The moving of the whole object is done in the chor. There is an option to translate to the next action but this is linear and will very likely not be what u r looking for... So sorry: you will have to restart with the actions or you delete the parts which move the whole body around. Use actiond for walkcycles or repeative animation not for cinematographic once... Thats for what the chor is available... *Fuchur*
  6. An easy way to archieve this is to create a model, rightclick on it in the pws and choose *new >light*. Go to bones mode to see the light and place it at the needed distance from the object pivot (0/0/0). Bring the object to the chor and rightclick on it. Choose new > constraint > translate to and deselect everything. Select the object again and use an orient like constraint. (can be found at the same place as translate to). Now you can rotate the object very easily around the object. You have two possibilities now. One is using an action one is using post interpolation in the timelinewindow. Action: Create a new action in the pws using the model with the light in it. In the actionwindow go to sceletal mode and animate one circle of rotation. Now drag and drop the action onto the shortcut of the model in the chor using the pws. In the properties of the actionshortcut you can then use the repeat value to let it repeat as often as needed. -----+------------------ Postinterpolation: In the chor you can animate the object by rotating it and move the light in a circle very easily. After one circle you can go to the timeline window. Now make sure that you have selected the object and you are in the rotate mode. Rightclick on the channel with the desired rotation axis and choose *post interpolation>repeat*. See you *Fuchur*
  7. Who knows? Anyway here comes take 3 of the Plompers! If you didn't watch the first two, please do that before watching Take 3. It is a continues storyline - but you can still watch each episode separated. Link to PW3d: Work > Plompers Take 3 Have fun! *Fuchur* No comments on the third animation at all? Was it that bad? *Fuchur*
  8. Animate it by hand... will be faster, easier and can look as good as a cloth-simulation and the setup to get it right. *Fuchur*
  9. Who knows? Anyway here comes take 3 of the Plompers! If you didn't watch the first two, please do that before watching Take 3. It is a continues storyline - but you can still watch each episode separated. Link to PW3d: Work > Plompers Take 3 Have fun! *Fuchur*
  10. Looks like a job for v16 netrender. Do you have a multicore cpu? Looks impressive! *Fuchur*
  11. Dof is done in post right? I see a blue glow-like area there. Depending on your cameramovement I would recomment to useA:Ms dof with a high multipass and since that normally takes forever to render (especially with dof) I would separate the foreground and background for that shot. May be this will solve the problem and will although get rid of the strip-like look on the blurred plants... (so I dont know that). Separating fore and background could even work better with the post dof approach since you would not have to use dof at all but you could work with a simple blur filter.... *Fuchur*
  12. Looks very very well! Keep on rocking! *Fuchur*
  13. www.hash.com/reports You'll need to register there again. Be sure to choose the right version when before you start entering info. And make the report as detailled as possible... even a click to deselect something can be important to reconstruct the error. The more details the easier to track it down and the faster it can be solved. See you *Fuchur*
  14. Yes, use a Pose or even better: Create a null-object in the chor, select the bone of the tank turret and apply a "Aim-At"-Constraint with the "Null"-object as target. Now you can move the null-object around and the turret will follow. For an even better rig you could do that in a pose and limit the up- / down-movement with a Euler-Limit-Constraint... See you *Fuchur*
  15. Exactly what I meant... peak the whole cp and use the bias-handler afterwards to create the curve you want. For a long time I though peaking would mean to not having a bias-handler afterwards or at least not being able to get a curve, but that is not true. Found that out maybe one year ago... See you *Fuchur*
  16. Each update is the full version of A:M. So if you download the latest v15 it will contain every update before. If you've got v15 you can even update on v16 RC now, if I am not wrong. (depends on your licence-method, CD version owners may not be able, but subscription owners can update) See you *Fuchur*
  17. The length of the bias handle can be manipulated individuelly by pressing shift and grabbing it with the mouse. If you need to break direction too you have to peak the cp and use the biashandler then to create an arc again. Peaking does not mean not manipulateable but only sets the cp toa more manual mode. And standard for the mode is straight and edge but u can change that at any time. *Fuchur*
  18. Merry Christmas to everybody here See you *Fuchur*
  19. Depending on what you are after there is although a Plugin from Steffen which does place models in a chor like the duplicator-wizard does in a model-window. Multiply / Multiple Models See you *Fuchur*
  20. You should show us what you've got so far, so we can help you better. *Fuchur+
  21. Valid point... I think it would have to be changed and needs to not use the emblem of the company. See you *Fuchur*
  22. I see it the same way: If it is a modelled car with A:M, a character or an abstract image created with A:M I dont have a problem with that at all. As long as it was created with A:M it can be something else. Let it just look well. And since there will still be a voting the majority will still say what it should be. I would like to see an abstract cool looking splash-screen. For an hobbist it doesnt make a big difference and for people like me, who are using A:M in a professional environment (too), I think we would be happy to be able to show the start of the programm to the customer without having to tell them why there is a toon-looking character on the screen. (I like the character, but in these situations it is really not helpful). See you *Fuchur*
  23. I like that one very much... nice looking character, nice storyline and even in this pre-finished state it is looking great. Polish it a little bit up and it will be extremly well received. Keep on rocking! See you *Fuchur*
  24. - The higher the patchcount, the lower the realtime-performance. - The higher the patchcount, the longer the rendertimes, SO this is only true to a certain amount. If you have to move the camera very very close to a patch, the calcuation will rise up, so in such situations a few more patches can help. - High patchcounts render faster than displacementmaps (if the created geometry should be the same and the patches are used wisely. - Animating / Rigging / Texturing higher patchcounts is harder than animating smaller patch-counts. That is all I can think of right now... there may be more to that so... See you *Fuchur
×
×
  • Create New...