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Hash, Inc. - Animation:Master

filipmun

*A:M User*
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Everything posted by filipmun

  1. Thank you ypoissant, I ought to be ashame of myself for not knowing this at all, well AM is full of features and surprises.
  2. I am missing somthing here, can you please elaborate? I don't mean action but in model, a way to create high geometrical definition or to asemble in chor. Thanks, I must try to build something in choreography, it never accur to me before.
  3. I was wondering if Hash could have a new tool like 'instance' where only the master is editable and the rest is represented in proxy and can be drag into position freely, while only visible when rendering. Due to hi-res geometry, I switch to poly modeler. Better still if AM can have an additional poly functions.
  4. Sorry, here is the image... The technique is to have a bunch of floating cps so that you don't have to set those bias handles individually. This I learn since version 8.5.
  5. Here is the mdl since I don't have a personal website. Lab_acc.mdl
  6. Experienced user here is very helpful, I don't have the habbit showing my work in the past, well they are mostly P&C.
  7. Well, yes its animated but I am a beginner to aimation since ver 11, I do quite a lot of animals with AM with ver 8.5 only 3d illustration and children's book too. I left still imaging and when on to 3d for flash, due to file size restrictions, I can only render as targa and do animation in flash instead. so, all I get to do with AM is to pose actions and render but I am learning from you guys with those great mov/avi. AM forum is rich in resorces. Thanks.
  8. wire model, bias handle is particularly useful on low patch structure.
  9. Even though I use other polygon modeler to archive my assets, many of organic models is still in prj. Very few these kind of work here, I do realistic rendering mostly. Any other good looking insect? I saw a dragonfly for sale not too long ago, can't remember where.
  10. Thanks Paul, I though it has to be pose action but never know that all constrains can be in one pose on/off.
  11. I forgot to ask, I have seen the 'Thom' has constrains to it but not in the action window, how to embed constrains to the model itself? Is it under relationship? I see the three point rounding at the corners of a box that produce a natural rounding, I always thought that 3cp is no good in rendering axcept for flat surface. Here is the machine:
  12. Thanks for the 'inorganic' link, Here is my latest atempt; machine with constrains. I like to see improvement if anyone interested, its very hard to me. Machine.zip
  13. I am impressed, up to this point, I still have problems with mechanical modeling, maybe don't have the time to really find out the technique. Preserving the curvature at one end and straight on the other require precision bias handling. Is there a compilation of mechanical modeling some where?
  14. I see, thanks JTalbotski. I have the model included if anyone interested to work on it. The job is done and I have to move on with the next, maybe some other day when I need to call up the tiger again, then I'll improve it further. tiger.mdl
  15. This is the inner side of the legs, all texture has to be applied in sequence so that the next one can be rendered out as guide to match with in a paint app.
  16. this is the first decal I applied to and it does not need an alpha channel. The stripes was created first in Expressions-3 (vector) then into Photoshop. Again, its simplyfied not the actual stripe count.
  17. Since both left and right legs are the same, I created only one image and apply them from front view and back view while hiding some patches, this means that you will need to have a parting spline in mind when modeling.
  18. Hi KenH, the paws are for children to count, realistic would need some imperfections all over. My company is doing education courseware. From my experience, a clean texture and proportionate structure is the basis so that they can be reuse and parts are created for cloning especially stretch area. In the future, my texture will be applied using UVW mapping and patch up the re-constructed area with additional decal if the model is to be render in AM. But for now I just create action morph targets for other app. Here are some of the decals.... Front decal to cover the seam:
  19. Here it is, finally have the time to post these images from home. All decal no hair material, just too slow to render for a short swf animation. skycast is truly fabulous.
  20. Here it is about 80% to completion, the stripes on the leg and bump is not final but can't wait to render with Skycast. Have anyone tried texturing it?
  21. I am hoping to see some different texture map arrangement from other user, here is the head so far, need to fix the seam along the center parting, did a map for it but ended up blur. A transparency were used to cut a hole for the ears to blend in. This way I don't have to disrupt the head geometry. There is a way to save a texture map for the partings but have to adjust the bias handles, quite tedious.
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