
luckbat
*A:M User*-
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Everything posted by luckbat
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Maybe not, but presumably some ships are going to need to warp in. Hey, can Newton Physics do zero-grav explosions? I'll bet it can...
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This should help: http://www.hash.com/am2005/ and http://www.hash.com/am2006/
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Oh man, this sounds like a tough project, But on the plus side, the backgrounds should be pretty easy. Don't forget to make a "warp" pose slider that stretches the ships out to infinity!
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Excellent! We've had some excellent crit-fests at past meetings, with game-design tips for Dennis, storyboarding tips for JP, and I even got Colin and André to step through some fight choreography with me back in January.
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Any other New Yorkers, Brooklynites or East New Jerseyites out there? The only one I can see on the Hash Frapper is 3DArtz. Come on NYNJAs, don't be shy! If it's warm enough, we can even have our meeting outside, in Empire State Park...
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Don't worry Yofar. Many users experience this same problem. http://www.hash.com/forums/index.php?showtopic=12387 http://www.hash.com/forums/index.php?showtopic=4244 http://www.hash.com/forums/index.php?showtopic=7255 http://www.hash.com/forums/index.php?showtopic=19678 http://www.hash.com/forums/index.php?showtopic=8673 http://www.hash.com/forums/index.php?showtopic=12754 http://www.hash.com/forums/index.php?showtopic=15848 Many, many users. You always have to set two keyframes for every movement. One where the action starts, and one where it ends. You've already told the door bone where you want it to finish, now you need to set an earlier keyframe wherever you want the door to stop being closed. Read through some of those threads, and it'll make more sense...
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This idea comes up every now and again. It seems like it's be a winner, considering the robust Poser-based trading posts out there. But everyone who tries to do something similar for the A:M community winds up disappointed. For one thing, A:M users tend to be unusually generous, as evidenced by the Extras CD project, not to mention all the tutorials and free forum-based troubleshooting. Which makes it harder to sell stuff. The other hurdle is originality. Almost no two A:M user projects are alike, and everyone wants to create their own stuff anyway. Which is exactly what A:M is designed to enable them to do. So, in a way, the marketplace idea is a victim of both A:M's versatility and the forum users' generosity. Not such a bad thing, really--though it would be nice to have, I agree...
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Looks like you're both pretty talented.
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Are you saying you want to "see" the light? If so, you're going to need some sort of fog or volumetrics. In clean air, light is invisible. Greg Rostami once argued that you should use a second bulb-shaped light to illuminate the volumetric itself: http://www.hash.com/forums/index.php?s=&sh...indpost&p=18477
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Who's your dad? Is he on the forums? What kind of work does he do?
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That's why I asked if you were using stride length. KenH's advice makes no sense if you are, since the length of the cycle depends on the distance walked--it's not user-configurable. In other words, if you have a stride length of 18 inches, and you want your character to walk 180 inches, then your character will do 10 walk cycles. No more, no less. Of course, you can change the duration of the walk to whatever you like. What's throwing you off is the walk action's Ease property, which is what controls the character's progress along the path. It needs to be at 0% at the beginning of the walk and 100% at the end of the walk, with linear interpretation in between. This is what it defaults to, of course, but if you fiddle with the walk action length, those Ease keyframes get shifted around. You'll need to reset them to their new start and endpoints as you make changes to the walk action.
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New users often underestimate the dimensions that decals need to be in order to render properly. In fact, as far as rendering goes, there's no such thing as too high a resolution. It's just that gargantuan decals slow our machines way down. That's why many people use low-res decal images while they're working, and swap in high-res ones only when rendering. Best of both worlds.
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And even though A:M supports JPEGs, use TGAs anyway. They're less prone to odd problems.
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Does your walk cycle have a stride length?
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http://www.hash.com/forums/index.php?s=&sh...indpost&p=41126
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I don't think it's a question of interpretation. Many people submit whatever project they happen to be working on, regardless of theme.
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The best way is to add the beveled edges while you're creating the model. The easiest way is to use Marcel's Zevel plugin.
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That's for the voters to decide...
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It's not a hard-and-fast rule, but you should try to avoid using 5-point patches on areas of high curvature. They work best in flatter areas. I'd recommend using hooks instead. Having said that, I'm sure some of the master spliners can advise you on ways to re-flow your splines, but we'd have to see more of what you're trying to build. I assume this is the snout? Also, many poly modelers end up making their meshes too dense, for obvious reasons. You might want to study some of the more prominent low-spline models, like Will Sutton's "Kong," or JohnArtbox' "Osprey tutorials."
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All right, well, hope you can make it!
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Well, Yves' skin shader is now built into A:M--see Render Shader Plugins You can also buy some fantastic skin textures from EggProps.
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Most of the information on A:M's IBL (image-based lighting) implementation is in this thread: http://www.hash.com/forums/index.php?showtopic=18957 The SimCloth forum is here: http://www.hash.com/forums/index.php?showforum=53 ...but I don't know if I've ever seen any authoritative tutorials thus far. Jayson "FrostEternal" Kerrick says he's working on one. The compositor, a.k.a. Multiplane, is less widely known, but explained in detail here: http://www.hash.com/htmlHelp/v12.0/GeneratedHtml/LayerA.htm For the record, your previous postings are listed here: http://www.hash.com/forums/index.php?act=S...ult_type=topics
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Hey everyone, it's time for another animators' get-together! Come on down to Brooklyn, where we'll watch Tank S.W.A.T., play Froggy Boxing, and figure out why your new rig isn't working properly. And introducing our shiny new location! Now, with high ceilings! Clean bathrooms! Windows! And the same great 8-foot projection screen with Dolby 7.1. surround that we've all come to know and love. All this and free bagels! So come on down! We'd love to see you. Saturday, April 22, 2006, starting at noon 135 Plymouth St. apt. 211B (use side entrance on Pearl St) Brooklyn, NY three blocks from York Station (F line) four blocks from High Street Station (AC lines)
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You don't have to use the Java applet. I just bookmark the index page and table of contents directly, then use the "Find" tool in my browser: http://www.hash.com/htmlHelp/v12.0/toclist.htm
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I think some motion blur on the coins would really help complete the illusion.