sprockets The Snowman is coming! Realistic head model by Dan Skelton Vintage character and mo-cap animation by Joe Williamsen Character animation exercise by Steve Shelton an Animated Puppet Parody by Mark R. Largent Sprite Explosion Effect with PRJ included from johnL3D New Radiosity render of 2004 animation with PRJ. Will Sutton's TAR knocks some heads!
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Hash, Inc. - Animation:Master

aaver

*A:M User*
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    anders_averoe

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    ■ Computer Graphics<br>■ Throwing Pottery<br>■ Singing<br>■ Reading<br>■ Music<br>■ Cooking<br>■ Scottish Single Malt Whisky<br>■ Computer Programming<br>■ Mathematics & Physics<br>■ Puzzle Solving<br>■ Problem Solving
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  • Name
    Anders Averö
  • Location
    Gothenburg, Sweden (GMT+01:00)

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  1. For some strange reason, I totally missed this thread. I'm so glad I finally found it though. Truly amazing work Dusan! Truly amazing!! /Anders
  2. I don't know where you've got that information, but 1.07 is way too low. 1.5 is a good for ordinary glass.
  3. Bruce, I think you and Dick have a winner. It's great and important! /Anders
  4. I never found a way to do this with the v12 SDK, but for v12 there is a workaround involving copying dll:s from the v11 install. I wouldn't be surprised if the workaround works for v13 too. With the v13 SDK I think it's possible again, however, but since I don't have access to A:M v13, I can't debug the plugin. When I upgrade my A:M licence and find some time, I will continue with this and some other plugins.
  5. Kul idé! Jag har lättast att komma ifrån på eftermiddagar må,ti,to. Välj en tid och plats så ska jag se till att försöka vara där /Anders
  6. Don't expect too much. It's more like a simple image processing plugin rather. The method I use is described here and the plugin just "collects" the prints. I haven't got time to write any documentation for this tool at the moment so just take it far what it is, experiment with it and expect it to crash A:M and destroy your computer... You reach the plugin by right clicking a footprint image sequence To make things even more confusing, I just realized that contrary to the tutorial, the plugin expects white prints on black background. I will make that optional in a day or two. Unzip the file and place the FootPrints002.hxt file in the hxt folder (e.g. C:\Program Files\Hash Inc\V11.1\hxt) The plugin is tested in v11.1i and it does not work in v12 or v13. [attachmentid=13640] FootPrints002.zip
  7. Maybe a non-isotropic surface? Like when mud and clay mix around on the ground? Not really a deep concern, just trying to clarify... No, it only makes an animated displacement map from the history of how far below the ground any model in the scene has been. It's possible to develop this very simple idea much further of course, but I'm not sure I will. It's just something I played with
  8. "... a variety of prints?" Not sure I understand. The print will reflect the foot shape. Does that answer your question?
  9. Sure, but I have problem implementing this in v12/v13. I have a simple plugin for v11.1 that I could donate to TWO, should you want it. Probably, but it's easier with a plugin, I think. [attachmentid=13630] M04a.mov
  10. Sorry, I missed this post. I save out to 16 bit in my own little program, but I think it's possible in the latest version of Photoshop and PSP. 3D foot prints are also possible: [attachmentid=13627]
  11. Yes, that'll do the trick! Thanks Will!!
  12. The new v13 displacement is so fun to play with, but for some tricky situations (see attachment) you have to go further than the usual 8 bit gray scale image displacement maps. Remember that this is just one single patch! ..and it's fast to render too; less than 60 seconds with 9 passes. [attachmentid=13363]
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