sprockets A:M Decaling Screen frosted donut medals buildings Rubik's Cube Nidaros Cathedral Tongue Sandwich
sprockets
Recent Posts | Unread Content | Previous Banner Topics
Jump to content
Hash, Inc. - Animation:Master

rusty

*A:M User*
  • Posts

    1,851
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by rusty

  1. Front Section: 20753 Middle Section: 22,800 Back Section: 12012 The back section (12,012) a paste of mesh takes about 15 seconds -- the other two sections take several minutes which is annoying. Other operations you see this on is deleting CPs, creating 5 point patches, adding CPs and other modeling operations. I first ran into this with a model that topped 62,000 patches (the Carrier Class ship you see on my SS site) then again on the Loud Ship (57000 patches). On these models a paste takes 20 to 30 friggin minutes which is unbearable! But I have a top end system so I do far better then most (see below). If you search the forum you will find various threads on this. 7,000 seems to be limit where many see slow downs. Someone talked to Martin about this and he told them to use the Duplicate wizard instead of copy. If I use this instead on my 62,000 patch model guess what... it completes instantly. But there is no work-around for the other operations except keep the patch count low or divide your models up. This suggests that Hash knows whats going on and that at least the copy it is fixable. But there must be more to the story or surely Hash would have fixed this by now. And I realize that this is perhaps getting into areas that should not be discussed on the forum so... bye bye. :-) Rusty
  2. Thanks for the input and the kind words!! Yes... I posted the smallest file... dho! Will get something larger up. Yes! your right... mirrors.. don't know how that happened. Hmmm, okay. BTW I model almost everything to scale. Do you really think the ship should be larger? You may be right -- like more the size of an air craft carrier which is what I want it to comepare with. [attachmentid=18028] Checking my specs, this needs to carry 56 of the fighters shown above plus 12 more 'Explorer' class ships which are 3 times larger then the fighter... darn, I think you are right! Bigger. I need to figure out where everything goes within it and work it that way. Oh gosh, of course your are right... I tossed the camera in without even thinking about proper camera work... just wanted to see the thing put together. BTW, each main section (front, middle, rear) had surpassed the A:M patch limit -- that is, that boundry between good response time and 20 minute waits for most modeling operations even on my system. A real drag. I've reported this to AM Reports... more people need to report this. It isn't right. Thanks! Rusty
  3. Hi, The Battleship model needed to be 'special' and I’m not the best at creating neat space ships so the sketch below and model are loosely based on a ship I saw a while back in either Doom or Quake (great sources for that kind of thing). After the screen test I could see some of the texturing needed work but I wanted to get it out for comments. [attachmentid=18013] Concept sketch (scribble) Screen test. http://www.virtualmediastudios.com/battleship.avi The bridge could use more lighting – can’t see all the cool consoles. The patch count is enormous; this is 4 models assembled in the chor... something I learned from C-Wheeler (thanks!). Cheers, Rusty
  4. Way to go! Looks great. Rusy
  5. And get the tail out of the floor! Rusty
  6. That's not supposed to be true anymore. Can you show examples of this? Dog gone! I can't make it happen (spline jump). I guess they did fix it! And some how I missed the news. I'm afraid I've formed the habit of avoiding this for so long that I may not ever break the habit LOL! Niels' " ? I've never seen it (probaly because I hardly ever tweak bias). Rusty
  7. In addition to the above, if you mess with the bias in areas that you intend to animate, this can cause the mesh to jump when it is moved. I'm curious about 'why' you'd have to 'keep track of them' -- outside of general areas where I've tweaked the bias, I don't keep track. Rusty
  8. Transition to next action is a check box in the 'shortcut' to actions properties. After you drag and drop your action on to a model in the chor, you'll find this in the action's properties in the properties pane. You'll also find controls for when it starts and stops in the chor along with other stuff. Cheers, Rusty
  9. Yes but a 'clean install' also involves manual removal of registry settings -- unless things have changed. Hash has a utility that use to take care of the registry but last time I checked it would only do something like Version 9.5 through 10. Now there are instructions somewhere for maually removing all AM registry entries using regedit. r
  10. "magnetic field distance" has been set to 0 can be fixed with regedit HKEY_CURRENT_USER\Software\Hash, Inc.\Animation Master V11.1\General set it to 5 or whatever be careful with the registry - don't delete anything & a:m should be closed while you do this hope this helps
  11. To delete all bones select the bones container and press delete. To delete a parent and all its childern, it use to be: create a new model and then either drag or drag the parent to the new model -- delete he new model. However, this method does not seem to work anymore (at least not in V12v+). Rusty
  12. Just saw this... really good job! 2nd model and 12 years old? Amazing. The model's great as is but a few things come to mind: = The straps hanging down from the hat beg for dynamic constraints! = If you have a spline on the pants going down the sides... you might try to select the cross splines and peak them (P key) to get a subtle side hem down the sides. = The head is really good... there's a spline running horizontally through the chin that squares off a little too much -- one or two 'lifter' splines (splines that would lift the mesh up) could be stitched in to smooth it out. Cheers, Rusty
  13. That's a very good job if you are new to AM which it looks like you are from the number of forum posts. Anzovin Studios sells a CD called "Modeling a Face" by Bill Young -- this is very good. Not only do you wind up with something that looks like the rotoscope but it is also constructed to animate well. Thanks for the kind words on my tut. Cheers, Rusty
  14. Nice work... it looks a lot like Larman's younger brother! Cheers, Rusty
  15. Its a post effect and all of these now live under... post effects. Simular to materials you create a new one then right click on it and change its 'type' to Hash->FrameBurn. Cheers, Rusty
  16. From this thread... If anyone knows of additional tuts or discussions on these areas please post here or in the above thread so they can be added. My list so far: [attachmentid=16606] Cheers, Rusty
  17. Robert, Oh boy... a) first the kinky splines are most likely nothing more then the sub-division setting you have; hit the up page key several times and they will go away. I'm not sure. What you should always be doing is saving 'versions' -- save 001.prj go to next level save / save as 002.prj (or whatever method you choose). Disk is cheap, your time is not. I would think that selecting all of the CPs and reversing what you did would have done it. How about undo (Z). Or select all CPs and hit the O key. All I can think of. Rusty
  18. I have seen this but not in a while. You should always indicate what version you are using. I'm not sure what causes this. What I do is either: a) Hit the space bar to refresh If it's still there try 'Undo' c) If that doesn't work I select all the CPs I can see, invert the selection and hit delete. Then I repair the mesh and carry on. Rusty
  19. Good modeling! Like your style. The craft looks like the one used in Mummy II -- wow, very much like it but, that's no big deal. But if you didn't in fact base it on the one from the movie (which would be just fine) you should rent a copy and check it out; I'm going by memory but everything from the shape and construction down to the placement of the wheel and furnace. Cheers, Rusty
  20. I stand corrected.
  21. Robert, The things that you are describing -- colors changing, AM creating groups on its own -- trust me, these things do not happen when AM is used properly. I will try to help you out. It very hard to tell what you are doing -- one new person who was having problems had missed the fact that if you do not 'name' the group, the group goes away! We assumed he was naming his groups when in fact he was not. Everybody thought everybody was going crazy until we figured this out. When you select CPs a temporary group is created. It is called 'Untitled'. If you do not name the group (change this name), it will eventually go away. You can adjust all the surface properties of this temporary group and see them appear on your model but as soon as you deselect the temporary group it will go away (it may stay for a while but it will go away). The properties (color) you selected in this temporary group may also 'stay' but will eventually go away. Colors Change With the above out of the way, a hundred other things can be happening! If a flat patch is directly facing you you will see nothing but the specular color. If you have modeled a pipe and you wish to make it gray with an orange strip and you have extruded a circle 3 times to make the pipe so that you have a section in the middle to make orange... realize that when you make the pipe gray that middle section will completely belong to the gray group. When you select that center section (and name the group) and make it orange the only reason you see the orange color is that the orange group is below the gray group (or the model) in the PWS. Order definitely counts when it comes to groups. I have looked long and hard at the images you have provided and I can not see what is happening except that I think you have a lot of groups. So, I'm just throwing stuff out in the hopes that 'you' will see what is going on. Try selecting a patch within the area that is changing (use the patch select tool) then right click and select 'Remove Groups'. This will show you all the groups that the 'CPs' belong to and may shed a light on what is happening. A:M Creating Groups Okay, yes, A:M will create groups seemingly on its own. It will do this when you copy and paste parts of your model which belong to any named groups. It looks to me like you had a group named "Group" and you copied some CPs which happened to be all or part of this group and pasted these many, many times -- 33 from what I can see. One thing is for sure, if you did copy and paste CPs that belonged to a group named "Group" this is exactly what you would see in the PWS -- AM numbers duplicate group names exactly like this. I hope some of this helped. Cheers, Rusty
  22. I took a few minutes and add in all the links on this page. Cheers, Rusty
  23. Oh darn! Of course I should have done that! Well, I took exactly 2 weeks off from production to put the site together and I came right down to the wire on time. I've made a note to add this the next time I work on it. I probably missed other little things as well. Here's the link to Voice Changer. http://www.audio4fun.com/ You have to work this puppy to get different voices out of it that sound natural but it can be done. Cheers, Rusty Edit: For better or worse the change in 'feel' was done on purpose.
  24. Hey, thanks for the kind words! This project is like a great big chocolate eclair with tons of bavarian cream! If I were going to expand on an area, which area would you like to see more content on? I was thinking of special effects as we had a lot and I ran out of time to do them all? Cheers, Rusty
  25. They were the first intelligent life… Forged in the fires of the early universe twelve billion years ago... Please drop by and take a look at our most ambitious project to date at our ‘The making of ‘The Spiral Slayer’ trailer: The Making of The Spiral Slayer Trailer With some of the most talented artists we’ve ever worked with check out: = how we’re doing the special effects. = concept art = models (characters models, wardrobe design, space ships and aliens!) = some of the animatic = some of the finished work = how we’re managing the project = the processes we’re employing = the tools sets we’re using. = Listen to the musical scores being developed. Warning: This site is graphic intensive; a broadband connection is recommended. Enjoy! Rusty
×
×
  • Create New...