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Hash, Inc. - Animation:Master

filipmun

*A:M User*
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Posts posted by filipmun

  1. I was looking for 3d web viewer and forgot about this plugin, I remember it was in the forum in the past.

     

    I need to study its features and would like to make comparison, anyone have some samples? The one from their website does not have anything like that.

     

    Thank you.

  2. Great info, I am going into game next month and could use more input, I am using too many 3d app and some does not export well to 3ds, so I was told to use only Max but I don't like its selections and modeling too sets, would be good to stick to AM, I wonder why those expensive app so stiff.

     

    Thank you.

  3. I have no idea how people create 3d with AM to a game engine, I have a chance to participate in a PS2 production but when I told them I use AM, they asked me if there is any examples to show that it has been done before at least by someone else.

     

    Could anyone please describe the process? I can do the modeling but how does it work in an interactive environment? does the actions get saved as morph targets?

     

    Also what do the programer need compared with their current tools like Maya and 3d Max?

     

    Sorry, I don't play video games. Thanks.

  4. Pardon me for this, I am afraid if I include such details, no one will talk to me, America does not favor my country, though I have nothing to do with politics and don't even have a religion for myself, it is best to keep it low and I am propably the only AM user where I come from.

  5. I don't flatten to decal, just scale or move them. With the latest version, you can break the bias handles to an angle in an action prior to decal, this eliminates stretches along the center parting.

     

    by the way, where do you find a server that can upload over 10mb of zip file? I would like to contribute some models but don't know how.

  6. As requested by Andy,

     

    Here is an example of making models for both spline and poly, you can have the best of both world if you are prepared for it. That means you have to find out the poly program you use is compatible when dealing with .OBJ, I use several and found that not all behave the same, so its trial and error.

     

    Below is a comparison of the two, first is the spline with no hooks nor 5 point patch, after decal and export in .OBJ then increase spline geometry and re-stamp.

    post-7-1101728661.jpg

  7. I will gather some free models by end of the year and sent it to Hash free model section, they are likely to be in a project where all the textures are included.

     

    The scales are mapped to a cyclinder and shaped to resamble the body curvature and rendered out as grey scale (bump).

    post-8-1101727606.jpg

  8. Real huh! its the background, a photo from the web.

     

    DarkLimit, I think I remember you from Renderosity, very persistent with fishes yourself;)

     

    My modeling and texturing method have changed lately, there are dual, poly and spline including textures too. Multiple decals can then baked into one, this is achieved by decalling in the modeling window and render the stretched UVmesh as a single decal.

     

    In a way you will have to create seperate parts and blend with transparency map.

  9. I do 3d imaging for flash all the time, First of all, you canot render the animation like an avi/mov.

     

    The entire animation has to be animated in Flash frame by frame, what you need to do is render the model in parts if needed; head, body, hands.... and in various angles so that these targa images can be used as symbol(body parts) in Flash.

     

    There are two ways in preparing targa images, one is to render with alpha and compose and align them in Photoshop layers, by selecting the alpha and delete the background, making it transparent. Then switch to Image ready, in animation window, chose 'create animation from layers', then export to swf.

    You will need to specify to preserve appearance which is keeping the transperency of your layers or not to, if there is a file size, then the second is the choice but the Flash artist will need to break apart the images and delete in Flash instead; tjis is to creat an alpha mask in vector, the file size is much lighter but more work because auto making often need to be refine.

     

    Output from Flash is usually set at 12 frames per sec, so the animation sequence that you provide will have to set at 1-2 frame per sec, depending on how fast is the transition/ transformation or the detail level.

     

    I have some swf in my webpage and I'll see if I can find better examples to up load in th next few hours.

     

    http://philipfong.tripod.com/

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