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Hash, Inc. - Animation:Master

UNGLAUBLICHUSA

Craftsman/Mentor
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Posts posted by UNGLAUBLICHUSA

  1. The models look like they were splined with the fattest crayons that could be found. Now, I would be interested if they had a (insert your idea of a cool character here) or something that looked halfway decent that you could really ANIMATE and not just move the model from one point in X-Y-Z to another without and actual movement from the model. It looks like you can model a cartoony frog move the whole model from point A to points B, C & D - but it's just a stiff stuffed frog - no leg movement, no blinking, no puffing of air sacks, etc..

     

    Software wise; it looks to still be a fetus, capable of only the most mundane tasks. It's aconcept that has not even hit puberty and needs a lot more development - I wouldn't even bother with it for free as I feel it would be a waste of time, better spent in AM or PhotoShop - working to complete an actual Project that actually made me feel proud. I would rather be able to export my AM Animations to VRML or XML than buy this...this.....thing. NOT that I', complaining that I can't - who knows - maybe I can but don't know how.

     

    IMHO

     

    Cheers!

     

    Mark

  2. Gerry - I know how you felt. I lost a shitload of stuff to a Trojan just after I discarded my back up disc thinking "I will do another this week end". Some stuff was just lost forever. Let it be a lesson to all - back-up every time on another drive or disc and then back-up your back up in another seperate location like a portable drive. I have had some attacks since the Trojan from hell (and I don't mean condom) but was able to recover painlessly from one or more of my back-up locations. Did I mention to back things up?

  3. I am reducing the files in size in AM then exporting to DXF and using "Other" software for my usable files. That said, I think there is an inherent problem if the convert to DXF OR OBJ plug-In's on their own, increase the 'real size' of the model. The Translation is taking 37.5 CM and making it 37.5 Inches - that is just not right and should be addressed.

  4. :angry: Hello and here is my scenario:

     

    I have developed MANY detailed models in A.M., V15 - that I want to have plastic Injection Molds made from. The Models are to Exact Scale because threaded Inserts will be needed and holes will need to be lined up and they need to interact with other components in the "Industry Standard" size. I am trying to convert one of the many files with little success.

     

    My Problems:

     

    1. AM's MDL files are not supported except in Wings 3d (Old version).

    2. When I export the model into a *.OBJ or *.DXF File - I lose my curved surfaces. I must have curved surfaces (I thought DXF supported that? No? How do Autocad users get their smooth models?).

    3. I got help from someone very nice on the Forum with V16 to do an *.STL conversion....it has all hard edges as well.

    4. No matter what way the file is exported, the model increases in virtual size from ~14" to 37 1/2" wide - Dude W.T.F. is A.M. doing that for? I need it to be exactly the same size I modeled it in.

     

    Anyone want to touch this with a 10 foot pole? Thanks in advance,

  5. See the Sculpture work of Aris Kolokontes - ggogle him. You should find plenty of good clay examples you can incorporate into your computer generated character.

  6. As for why I want it so precise; I have certain patches the extrude out. Where they extrude, I want to have dirt in the crevace - so lining things up is critical. Also around the holes and on eatch hard edge of the cylinder(s), I want to add wear, dents, scratches & paint chipping, Etc.

     

    Nancy: The wavy lines are to make the 5 point patches work (getting the splines in closer to the patch. Otherwise they would all be horizontal. When I tried that - my 5 pointers didnt like being streched so far.

     

     

     

    Will: the "clean image" is a super zoom close up and I want to have one decal for the whole cylinder. I use your balrog tutorial as my 'gospel' until there is an export UV Function inside AM.

     

    Robcat: I did the make many zoomed images and patch them together, I will see how it works. However - the seperate images distorted some and still cannot line up perfectly one over the other - I broke mine down into 12 pieces to get up close.

     

    Detbear: As far as "Exporting" the Decal - other than a screen capture, I could find no tool or (free) plug-in for such an export into Photoshop (et al). Can you clarify this process or is it all using 3D painter that allows the export?

     

    Thanks all.

  7. Will, thanks - I will try the resolution switch and see how that goes. Cheaper than $99.

     

    EDIT: I am already at my Max Resolution....1440 x 900......

     

    Robcat - What I am talking about is to have markings (such as lines) end cleanly where a spline ends. I want to distress along many specific spline edges and have a what you see is what you get from my Painter program into AM. With a jaggy, pixelated image you cant be sure how anything will line up. Examples attached:

    Not_Good.jpg

    Good.jpg

  8. I needed to add more holes - so I re did the whole thing being VERY CAREFUL not to have 2 control points in the same location, Etc. Got the Outer layer perfect - great. Copied it - great - resized and flipped normal to make cylinder liner - closed up seams around holes - great. then normals started flipping and now I have 2 outer 5 pointers that just wont close up....damn. Is there anything different in Ver 1`5 from Ver 13 about 5 pointers? I never had so many headaches with them.

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