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. Could you give the link to that please? I would like to read about that. *Fuchur*
  2. "Tischreservierungen und Essen-Bestellungen werden nur telefonisch angenommen, bitte nicht per Fax oder E-Mail bestellen." -> "Reserving tables or meals you must use the phone. Please don't reserve by fax or eMail." See you *Fuchur*
  3. Fuchur

    Pandora

    Great work! Just very, very cool stuff! *Fuchur*
  4. Watch it at amfilms and it works: Link See you *Fuchur*
  5. I doubt that any of the pizza deliverers will take paypal... In general they are doing the payment at the door when they deliver. A few may take creditcard payments... but if they do it over the web? I never tried that.... This one has a nice online-service, but I could not find any informations about payment before registering... anyway it looks like it is payable online. http://www.jetpizzaservice.de/ See you *Fuchur*
  6. Was soll man sagen: Happy Birthday! Feier schön und lass es krachen! See you *Fuchur*
  7. Fixed but now look and the edit line! Give him a rest guys... *Fuchur*
  8. An obj-file itself doesnt contain such informations but the *.mtl-file does. I think it is only referenced by the name of the OBJ / MTL-file has. *.max is another format that doesnt have anything to do with 3ds and it is very unlikely that it will ever be import/exportable from A:M. *.max is even in high-level-exporter-programms like Deep Exploration or Polytrans only available if you own the autodesk program. Otherwise there is no possibility to export that. The best way to interact with other programms is using the directX-format (as stated before). This one imports quite well (not perfect of course and dont expect glow or something to export, but in the end that is really not that necessary...). Texturemaps, Bone-Animations (not SmartSkins or stuff... just Bone and weights are exported) will be exported... Regarding the UV-stuff... In the end A:M doesnt use another technique for UVs. It is just easier to use in A:M, but the basic principles are still the same. For best results I recommend using Baking in A:M, but it can although work great without that. I had sucess with exporting stuff from A:M to XSI AND Quest3d. It got there textured and with a bone-hierachy and animation and so on. I dont recommend exporting at all, but if you have to, DirectX is the way to go till someone writes a good Collada / FBX-exporter. See you *Fuchur* PS: For references you will find on my website my diploma-thesis (at least the practical part of it) which has been created with A:M, Quest3d and XSI which had to work together for that.
  9. I think the 3ds doesnt do that at all. OBJ does something like that, but you have to copy the textures in the same folder like the obj-file. But the best exporter for polys in A:M is the directx-exporter. It can export textures, bone- and weight-animation and of course geometry. *Fuchur*
  10. Just the best for Will! Have a nice day and celebrate it! Happy Birthday *Fuchur*
  11. The style is amazing... I like all of them very much! You should do a tutorial on how you make them that smooth looking! See you *Fuchur*
  12. Animate one cycle and use the Post-Interpolation if you want to let it loop. -> Go to the timeline-window, rightclick on the animated channel and go to "Post-Interpolation". *Fuchur*
  13. Looks cool! *Fuchur*
  14. Wow... that is really great! *Fuchur*
  15. Opening A:M with the factory-settings can be done by pressing SHIFT while clicking on the shortcut (and I think while startup, so I dont know that exactly). If you can send the SHIFT-command by a shortcut (I know you can manipulate the open-command of a shortcut) you may be able to archieve that. And there is a setting in the options of A:M (Tools > Options > Global), if you want to reload the last chor or not... that may be helpful too. See you *Fuchur*
  16. You can, but for smaller projects you dont have too... I save into several versions but embed all in general... it is easier to work with because you dont overwrite a model you wanted to save outside... *Fuchur*
  17. Happy Birthday *Fuchur*
  18. A:M can only use TrueType-Fonts. The PSFONT-Folder is often filled with none-true-types and they will never show up in A:M. Pressuming you are using Windows, TrueTypes are stored in C:\Windows\Fonts. See you *Fuchur*
  19. Ambient Occlusion simulates the light from the top, that means your face etc. isnt lit very much with it on. To make the eyecolor more visible you can of course use the Ambiance Color / Intensity-properties of your surface-group. THis should brighten things up there. And if you want to you can always combine it with some lights so that the face is brighter etc. See you *Fuchur*
  20. Very nice! I like the smoothness and the characterfeeling of it. Go on! *Fuchur*
  21. You dont really need v8 you just need any illustrator-version. CS, CS2, CS3, CS4 (not testet with CS5 but I assume this too) can all save into "legacy"-formats and will be useable. *Fuchur*
  22. More or less the fileformat AI is based on. Can be created from several different programms and is often used to distribute logos, etc because it can be imported to most professional programms. *Fuchur*
  23. Do you use 100% sharpness on the glossy-shader? I am only using 75% and thought it looks just more like the image I am after. (see first post) He is using quite smooth highlights there too. Anyway, here is a rendering with 90% sharpness. I am quite sure that any bug who is older than a day had some kind of fights, etc and will look, from a near perspective like that... Nevertheless I turned the bump on the black parts a bit down. *Fuchur*
  24. Here is an update of my work... I re-shaped the head a little, raised the glossyness with the Glossy-Shader and changed a few settings connected to the water-drops. How do you like it? See you *Fuchur*
  25. Thank you guys (and gales ). That is a really nice reference image... mine didn't let me see the shape of the bug's head in that detail. I'll have a look at the head again... I didnt like it much anyway because the shape was very uniform. See you and thanks again *Fuchur
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