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Everything posted by rusty
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Will i be able to make the whole city like this?! Yes, no, maybe so. This takes one building model and copies it, each time it does this it can place it based on the location of the last model and size it (on X, Y and/or Z) based on the last model. I would say probably not by itself. A combination of all the things I mentioned or at least some of them would be needed but again, 'what' depends on the specifics of what you want. What you need to do is take one or two evenings and learn and experiment with the tools and plug-ins at your have to work with. Go to the tutorial area of the forum and locate available tutorials on the duplication wazard and others I mentioned (there are many many others that could help). Rodney and others have made your life easy by creating lists with links of what is available and these are pinned to the top of the tutorial forum area -- look at the 'Tech Talk Series'; it has a great video on the dup wizard. I took two weeks (8 hours a day... I'm retired) and I aquired and learned and experimented with each and every plug-in available for A:M. Sooner or later you need to do something like this. I just went to my 'reference library' folder where I collect documentation on everything -- it is orgainized alphibetically so I just selected all the plug-in reference and zipped it for you. It looks like 55 plug-ins - some newer ones may be left out. Most are free, some cost between $10 and $30. There are lots of these that could assist in building a city in one way or another (scatter, extrude, bitmaps ). Here you go. [attachmentid=21426] All this effort is my good deed for the week, LOL, I must now get back to my own work before sleep takes me out! Take the ball and run with it! Good Luck, Rusty
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Dear Case, I’ve had to build a few cities or, city blocks, areas, etc. There are some options for saving time depending on this and that (how original you want to be, how detailed, how realistic, etc.). 1. There are A:M models available that you can use; buildings, blocks, even a city if memory serves. 2. Also you can go to places like www.3dcafe.com and get more models that can be imported as props and used. 3. There is the duplication wizard and the Extrude plug-in that can duplicate, space out the location and juggle the size. You can get tricky and inter-space these with other buildings. 4. Also, ‘perhaps’ you can also do things with expressions to take one building and automatically vary the location, size, aspect ratios and maybe even the texturing. In XSI I once created a building and did this very effectively. I have not tried it in A:M but it seems like you could. 5. Images you can get from goggles image search can be used – just cut them out, add an alpha map and use as a cookie cut decal on a patch or use on a layer (there is a limit to how many layers you can use). This can look great and renders really fast. 6. Also, I am using building images with hair systems to create a massive city which I then destroy. In the link below I show and tell -- there are links to a ‘proof of concept’ test I did and also to a thread where I spelled out how this was done. Note that his method only gives you something that can be used at a distance and with motion blur (or depth of field)… close ups would probably not work so well as it lacks detail. S:\Virtualmedia\WIP\BookTrailers\01 SciFi\SpiralSlayer\SpiralSlayerSite\wip\effects\blastcity\index.html All the above can be mixed and inter-spaced. So there are options to painstakingly modeling each structure. Some suggestions… • Remember that buildings in the background will mostly covered… some times only the roof shows. • I modeled building parts – walls, windows, stone work, doors, etc. – so that I could re-use these over and over, mixing them together and/or rescaling to create new buildings. This builds reusable model libraries for future work. • I found that, depending on what you are doing, sometimes it is best to model the streets/sidewalks/blocks first. What you've done so far looks great! I hope this helps, Rusty
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Instead of using an axe, LOL, what I do if I need ideas is to do a google image search (i.e. "Space Ship" or "Space Pod"). Rusty PS: You might look here: S:\Virtualmedia\WIP\BookTrailers\01 SciFi\SpiralSlayer\SpiralSlayerSite\wip\modeling\shipsout\index.html but... plz don't copy any of my stuff 'exactly' . :-)
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Thank you very much for the kind words. I’m a Trek fan too but perhaps I’m more of just an overall sci-fi fan. “Immense project” – yes it’s turned out that way though I thought it would only be slightly larger then ‘Horrorthon’ and ‘Mantis’ projects. In truth, right now, the project seems overwhelming. All the people who were helping me (listed on the site) helped immensely for many months but, they all drifted away months ago which is to be expected. I can make this a multi year obsession for myself but I can’t expect others to do the same without pay. This project will probably take years to complete. Already I see finishing the character models (mostly wardrobe – i.e. body and rigging) taking the rest of this year and beyond. Plus I spend half the time writing the book. But my wife and I are retired and I'm not sure what I'd do all day if it wasn't this. Exactly the idea (there is a pose for battle stations which changes the lights from white to red) however, that said, it is really just for effects -- as a practical matter what human eyes might see in the darkness of space with night vision would be next to useless -- sensors would do all that on this kind of ship. But we are producing entertainment and using red lights is almost expected and looks good. Heck, for that matter the windows are useless but how boring it would be without them. Actually I would expect the same for Naval war ships as well so... maybe I’m somewhat wrong on this? Perhaps the night vision is for the insterments? Rusty
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Thank you for the kind words Mr. Hash! I work with your product every day, all day and it’s a pure joy. When other retired people tell me their bored out of their minds I can only shake my head. IMHO, A:M is truly the best 3D animation product on the market; its design and functionality are simple, straight forward and elegant. It’s simply a fact that this is a direct projection of its creators. The triangle -- time, money, quality -- you can have two but not all three -- looks like Hash Inc has tossed that out the window with A:M giving its users all three. Seeing this I know something of how hard the people at Hash Inc. have to be working; the long hours and the dedication and loyalty required for this. It is not easy to break that triangle. The price puts many people off but not the ones that matter to Hash Inc. I just wanted to take this opportunity say thanks. Rusty
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Leo, A bump map does not add any color. It only adds the illusion of 'bumps' if you will based on the shades of gray (white=raised, black=sunken). You can add the image as both a color and a bump map and this is common practice. The color map can be gray scale or colored but the bump map should always be gray scale (you can get lazy and use a color image for both and this will work okay in many cases). All you do is decal the image as usual leaving the map type as color (the default) then, right click on the Image Section (not the image) and select 'add image'. Then you make this one a bump map. I sometimes use up to 8 or 9 layer maps (called layered mapping... duh!) by convention the first one is color, the next one(s) are bump, then specular intensity and size then diffuse. There is a tut on my site which goes into detail on this (url in signature, go to Gallery and look at the bottom of the page). Hope this helps! Rusty
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Thanks for the kind words. Good eye! I didn't even notice! Rusty
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Hi, Back in July I posted the ‘first take’ of the battleship model and got some good feedback. I had already turned my attention to improving character eye movement (see videos 1 and 2), then designed a uniform (for the battleship) (images 1 and 2) and started rigging it. Then, finally, I got back to the ‘Battleship’. The most common comment was that it needed to be bigger. It’s way bigger… [attachmentid=21114] And way meaner…. [attachmentid=21115] Detailed images here. And it has a kick-ass bridge… [attachmentid=21116] Detailed images here. The ship is broken into 9 models to keep it manageable. These are assembled in a chor which is then imported for use. 01_BattleShipBack 13,136 02_BattleShipMiddle 27,857 03_BattleShipFront.mdl 29,988 04_BattleShipBridge 26,274 05_BattleShipBridgeHallograph 1,666 07_BattleShipLgComCluster 23,935 08_BattleShipRgtComCluster 14,891 09_BattleShipLftComCluster 14,891 Total Patches: 152,638 Comments welcome! Thanks, Rusty
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if you have other windows open in AM in the background -- modeling or action windows or whatever -- close them. Only have the chor window open or as few as possible at any rate. Also, start AM up before running any other programs. For really complex sets sometimes I'll throw together a low resolution set (mostly boxes to indicate where things are located) and work up the animation in that then delete the low res set and import a chor to get the real set back in place. I've also used lowres character models sub'ing in the hires model before rendering. What I really do most of the time is divide the set up into background, mid-ground and foreground parts, render with alpha channels and combine the parts in post. I commonly have 5 to 8 layers -- most of the time character animation is almost by itself. Of course have hair turned off and also if you have any deformation maps, make them bump maps until render time. Page down to lower the sub-divisions. All these things will kill you. I've never turned decals off but I guess that would help as well. Do all this and you should have decent response time. Rusty PS: of course if the camera isn't moving (or where ever possible) render the background and just use the image!
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Dear urthmaan, The topic said “finally, ‘my’ face”. I assumed you were trying to model your own face… had me scared for a second! I wip up a lot of these for lowres stand-ins. Definitely not ideal for animating the face but handy just the same. Cheers, Rusty
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Stephen, Wow. WOW. I hate you! LOL! How do you do that! It looks so Frigging good! The colors and tones, the animation, the sets, the character development. The hand animation knocked me over. And no fair on the hair! Well I'm going to have to read this entire thread (I just saw this, as usual my head's been in the sand with my own stuff). I must ring out all the info I can. What version did you do this in (I assume its A:M). Well, a zillion "how did you..." questions but, I'll see what you've given up so far before I assault you with them. I seem to remember this same kind of reaction to 'Mosey' but you've taken a quantum leap from that master piece (but I 'do' see a little 'Mosey' in there don't I!). Congratulations! I'm amazed, awed, speechless. Rusty How did you get those rich textures and colors!!??
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Hi, I have just used the TSM2 in V13e for a human character and I got arms and legs but no wings (I have not tried it in V13f). I used all default settings except I selected advanced fingers. Do you have the latest version of TSM2 and, what version of AM are you using. Also what changes did you make in the TSM2 options. Also a picture would help (I've never seen wings). Rusty
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Very impressive. Rusty
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Perhaps you have accidentally toggled on perspective mode in the modeling window? Kind of looks like it. Right click, select view and check it out. Also, in the chor your camera's depth of field setting can cause this type of distortion. In the chor, in a non camera view again you find perspecitve mode. Rusty
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Dear Harrison, I've never had that happen to me but I hear about the problem on the forum all the time. The most common reason is that your video card driver is out of date and you need to search for a new one and install it. Other things you can try are: * Make sure you have the latest version of A:M * Convert the image to another format and try that (i.e. from tga to jpg) * Switch from Direct 3D to Open GL or vice-versa and back again (in options) * See if the image was loaded as an image sequence (you will see a frame number in the image properties) and, if so, change the frame number to either zero or one. Whatever fixes the problem, you should post how you fixed it in this thread for others. Also, you should always post what version of AM you are using. I hope this helps, Rusty
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*** V12 Hair distortion and immovable bone ***
rusty replied to Paul Forwood's topic in Work In Progress / Sweatbox
I reported this in AM Reports for version 12 for both AM and NetRender. In 13 AM works but NetRender was also reported. This issue goes back a ways. There is no work around that I know of however, note that by circling the camera around or the model around that the hairs must constantly change to face the camera. In one AM version -- I don't remember which on -- this 'jumping' did not ocure when you did not constantly turn the model in relationship to the camera. Hope this helps, Rusty -
IMHO, the follow through of mud on the windows isn't there; I see it on the side window but it dosn't match the body/its too dim and/or transparent? , the front window is way too clean. Rusty
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That's awesome work... the detailing is great! However, I didn't get that 'realism kick' I get when I see something that tricks my senses and I wondered why. After studying it a while I clicked on to what it was – IMHO anyway. I see comments about the windows already but my thought was that the windows looked great but the fine layer of dust covering them (which is what my eyes saw) did not extend on to the body of the car -- it stopped dead at the edge of the windows. That said, it’s easier to pull the windows back a bit then to put that layer of dust all over the car. Plus putting dust on the body might take away from it. BTW, I use to go '4-byin' in the desert all the time – like for 10 years -- went though three new 4x4 SUVs – so, I've seen this kind of image in reality many times. The mud on the body is perfect, so is the background. Made me want to go back out! [attachmentid=18474] No, no... that's real. And yes, I went through split rock all the time. Cheers, Rusty
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Using the model bone you can move the entire model in an action or chor, however, for myself, I tend to leave the model bone alone. A friend of mine once built this awesome space ship for a project we were working on for some reason he moved and reversed the direction of the model bone in the modeling window. Well later when he constrained the ship to a path he was puzzled when the ship followed the path upside down and backwards. I think it is better to create an 'everything' bone (or whatever name base bone etc.) which all other bones are children of and use this instead. In a chor or action just grab it and move it. Now, if you are in the modeling window, things are a little different. Assuming all the PCs are attached to a bone other then the model bone (i.e. no CPs are left attached to the model bone), to move, scale or rotate all the bones and mesh of a model, in bones mode, select your 'everything' bone and use it in this way; * if you use the manipulator controls (translate, rotate and scale icons), all of the children bones will move/scale/rotate with it * if you also hold down the control key, all the attached mesh will move/scale/rotate as well Hope this helps, Rusty
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I don't know what a 'wini' is. Sorry, I'm lost. I don't what his password. Hey, I was just trying to be helpful -- woundn't dream of trying to plant my turnnips in anyone else's garden. Hevens no. Forget I said anything. Rusty
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Hello, This is cool. Matt might want to get the links from my spread sheet and use then as info links. Here's the EXCEL file: [attachmentid=18088] Or, if he does not have excel, heres the html version: [attachmentid=18089] Rusty
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The operative word is 'almost'. I still need that final thin coat of Smart Skin to make all the intermediate bones and CP weighting work. For this, I don't know what would replace SS. Sure wouldn't want Hash to phase it out! Cheers, Rusty
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Hi, I've been following the Squetch Rig and it is an awesome rigging system. It uses all the best ideas people have come up with over the years, it is well thought out, it includes a complete bone based face rig, it has install bones to help you place it, it is completely documented via these videos, it uses the visime lip sync system and, well, on and on and on. It is impossible 'not' to switch to it (and I intend to). Awesome work! Rusty
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VERY nice. Great detail. Two of the guns seem to be floating in the air. Also, the deck looks very 'flat' and with no railing it seems like many a mate would slip into the sea during rough weather LOL. Wonderful detail... is it to scale? Rusty
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Thanks. No, just myself and my startup studio. No day job -- those days are past. I just animate all day. :-)