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Hash, Inc. - Animation:Master

Fuchur

*A:M User*
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Everything posted by Fuchur

  1. You can use the DirectX or the OBJ-format to export. 3ds should be able to import X-files. *Fuchur*
  2. Normally they want it to look very well and cool... and that is the factor that makes it expensive to film it. Productshots are often not made with the acutal product but with a real-life-model made from wax or plastic to make it more controlable and look better. These models are very expensive to create. (more expensive than 3d-renderings). These techniques are often used when they have to shoot pictures from strawberries for icecream or yoghurt-commercials/advertisments, etc. So if you take that in account, 3d-models can be less expensive. In the end: It is most often equal or more expensive to create the stuff in 3d but as Nancy said: Often it can be reused for other stuff too, which is not that possible with pictures or real-life-movies. You would have to set up your studio in the exact same way with same lightening, etc. which is not very easy to do to get the same look. In 3d-programms you just reload the project and voila. Anyway both methodes have their advantages and disadvantages. *Fuchur*
  3. For PNG -> Use InternetExplorer v7 or up or even better FireFox or Opera. *Fuchur*
  4. Thanks We had fun producing it. Just to mention it: You may consider a texture for the apple-internals... it looks a bit unfinished there. *Fuchur*
  5. Nice one you got there... I recently did some animation for Pfizer Animal Care (a division of Pfizer, which produces the little blue pill some may know ) with Animation:Master. The "100 Tage Programm" (100 days programm) of Pfizer is a special programm to decrease the amount of illnesses which some of the milkcows are suffering from while making their life more pleasant. My company 3We GmbH did an about 90 minutes long educational movie to help farmers to get the best out of the milk-cows with species appropiated methodes. I produced about 16 min of 3d-animation with Animation:Master(v15) for the movie (all of the 3d-stuff). Additional to that I did most of the 2d-Animations in After Effects and / or Animation:Master for the whole movie. A little preview can be found here: www.premiumfilm.de at the "Animation"-Part of the website. (first entry) and the "Film"-Part (3rd entry). The DVD is now translated in several other languages and can be sold by veterinaries. Hope you enjoy the little peak. See you *Fuchur* PS: Videos are a bit cropped... I'll talk about that with my guys and see if it is possible to get rid of that problem.
  6. I am quite sure that you just have to set "Plugin Shaders" to "On" in your Renderingsettings. (just to on... dont set anything else underneath) Can be activate at the render to file-dialog or at options -> rendering or if you setted it this way directly at the camera. (if Camerasettings are used. Can be seen at options->renderings) -> Explaination: You very likely used a hairshader on you Plugin-Shader -> Specularity-Setting. If you dont set your Plugin-Shaders to on in the rendersettings, these properties will just be ignored and you dont get the shader to work. *Fuchur*
  7. Tools/Customize/Appearance/background You can save different Appearance-Einstellungen there... I have several for working... for example I made me one if a rotoscope or a decal has a white background (to be able to see the splines in the UV-editor for example) and for some other stuff. I attached a few of my presets here. You just have to extract the zip-file to the folder where your "master.exe" is placed. After that you should be able to go to appearance and use the drop-down-menu for activating them. *Fuchur* presets_appearance.zip
  8. First SimCloth was implemented as a Function working with Polygones, so patches needed to be recreated as Polygones and that was wherefor you needed Polygon Modifiers... but it didnt work out too well and so SimCloth was reprogrammed to be functional with Patches too and today we dont need Polygon Modifiers for that anymore. It is still there so for plugin-developers who may need it in future. *Fuchur*
  9. Just activate "Render Flat Shaded" in the options of the layer / rotoscope and it should be working... I would guess, that there are some lights in your scene so. *Fuchur*
  10. Good for you... wish you best luck with another one... *Fuchur*
  11. There are a few plugins which are not free, but you dont need them to accomplish standard-stuff: A:M Paint and Zign Track Other plugins can be found here: Steffen Gross-Website And have a look in my signature too. You will find some more there. There is no need to use any of these for the TAO so... however they can make things easier. *Fuchur*
  12. Yes, that may work... it is always a bit embarrising to ask, but I learned from different situations with clients. Don't take it personal please: - You got your soundcard installed / onboard sound installed - Your speakers / headphones are on. - in the windows-sound-settings your windows-sound-sum & stereo-sum are up too 100%? Wave should be on to (just put all the sliders up there...) *Fuchur*
  13. "Pose-Tabs" can be created for poses at the Userproperties. Righclick on the User-properties-property and choose "folder"... This will create a tab at the pose-sliders. You can than just drag and drop other userproperties (so poses) on the new folder (do this at the userproperties). As that you can for example separate face-poses to rig-poses etc. *Fuchur* pose_Tabs.zip
  14. Sounds right too me... only that this is not only true for bones but for poses, keyframe-animation, constraints, surface-property-animations, etc. if you activate the corresponding filter. That means the statement "AND would belong to the selected bone(s)..." is only partly true, because a pose does not have to be connected to the bone. So in your case as you showed it it is of course true. *Fuchur*
  15. You shouldnt start discussing too much about CAD-software here... Especially if you start comparing it with A:M. This is near to violating the forumrules, even so CAD-Programms != 3d-programms We are trying to get CAD-data into A:M in this thread, so lets stick with that. *Fuchur*
  16. I am using Deep Exploration for file-conversation by Right Hemisphere. Good programm which can handle tones of different file-formats adn convert them in many other formats... But Polytrans is although a very good (more common) option. *Fuchur*
  17. Dont think so... you need to provide a ZIP-file with all the images and other external material outside the PRJ-file (for example music-files, textures, rotoscopes, etc. You can create this with the Consolidate -> PRJ (not binary) and Zipped. After that you may be ask if A:M should copy to a different folder. Say yes here. This should work. *Fuchur*
  18. Wow, those children on the ground are really not easy to scare away *Fuchur*
  19. You may want to have a look at the particle-property "Max distance for emit" or whatever it is called exactly... *Fuchur*
  20. Hm... Try to render to an image (like for example TGA) to be sure it is a quicktimeproblem. 4 passes arent much so... this will generally make more or less the same output as using no multipass at all. (so just using A:Ms Anti-Aliasing-Algorithm... So if you want to be sure, use 16 passes and render one TGA... it will take long, but this is what you can get from it (16 passes are in 99.9% cases enough for anything.) 4 passes can be very well looking for one image but not very well looking for another... *Fuchur*
  21. I hope we are talking about a Still image here not a short, because Radiosity on a short is still an overkill. *Fuchur*
  22. There is no programm that can do that for you. The problem is not, that the CAD-files are less compatible but that all the programms capable of changing the format will convert them into polygones... and as soon as that has happend, we are talking often about millions of that. A:M isnt developed to handle millions of patches (because you wont need that many patches to create the same shape) and there is the problem. By the way: I had better results with STLs than IGES. Anyway not with A:M. It would be great if converting from an CAD-fileformat would be possible but till now I dont see a possibility to do that. The step-by-step if it could work would be this: - Use Polytrans, DeepExploration or any other converter-tool that can convert IGES into OBJ-files. - Try to import the obj-file into A:M. If it is an at least medium-detailled model it will take some time and I coubt that you will get great results. *Fuchur*
  23. I would second that... that is the case for all the Autodesk-products if you ask me... powerful yes, but very hard to use too. Only people who are really deep into it ever come to the point where rigging and animating own characters will be done by themselfs. I am quite sure that with A:M you are at least in 60% of the time at the point where you are ready to do that... *Fuchur*
  24. That is hard to answer, but it is newer and the author himself (mtpeak2) says, that the 2008 has an advantage over the a little bit older Squetch-Rig: First page of this thread, last entry... But in the end: It depends on what you like more. *Fuchur* Gerald, the SquetchRig is far superior than the 2008 rig. The only advantage the 2008 rig has over the SquetchRig is that it's easier to install, that doesn't mean it's more advanced. Okay, so SquetchRig more complex 2008 rig Thanks for the info. Anyway: These are the most important rigs available... *Fuchur*
  25. That is hard to answer, but it is newer and the author himself (mtpeak2) says, that the 2008 has an advantage over the a little bit older Squetch-Rig: First page of this thread, last entry... But in the end: It depends on what you like more. *Fuchur*
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