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Hash, Inc. - Animation:Master

aaver

*A:M User*
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Everything posted by aaver

  1. Not exactly clouds and not using sprites either, but I think this technique could be useful for making clouds. CloudTest03b.mov
  2. Yes, really nice trick Shaun!!!
  3. Philip, I don't see anyone attacking you - at least I'm not and I don't think it's true that people don't want to see what you are talking about. Maybe we just don't understand what you are saying. I have read all your posts on this subject again and they still don't make any sense to me. If you think that's because I haven't understood, maybe you could try to explain again instead of saying that we don't want to understand. BTW, is this what you mean when you say "morph together"? M01.mov
  4. What you are describing is an object modelling tool and that is not what A:M Blobbies were meant for. When I asked what the advantage of meta balls over Blobbies was, I referred to the water case described by Philip.
  5. William, That's exactly what I would have liked to say
  6. When it comes to realistic water built of tens of thousands of particles, that is hardly an advantage, is it? But is that an advantage? As I understand it, blobbies and meta balls are only two different ways of implementing the same thing.
  7. I see no fundamental reason for meta ball geometry to be faster than blobbies. As a matter of fact, I think they are basically the same.
  8. Sorry, but I still don't understand the advantage of your idea over A:M blobbies.
  9. I haven't been able to play with Emilios plugin yet, but I would guess that his waves should be faster to render since they doesn't use displacements.
  10. Emilio, When I read your post now when I'm actually awake , it makes perfect sense - even to me... Of course you are right. I haven't really got it going with this plugin, have I. The main reason I haven't is that Multiwave is just the result of some experiments I did in order to get familiar with the texture plugin part of the SDK. When I had learned enough, I played with it for a while an posted some clips to this thread. After that I haven't used it and I almost forgot about it. When I saw your thread, I realised something similar could be done with Multiwave. I don't know how much further I will go, but I should probably make a tutorial, at least.
  11. Thanks Emilio, but I'm not sure I understand what you mean by "get it going". It has been available for free for six months now. Maybe you mean it should be made easier to use and I think I can agree on that Maybe I should do a Wink tutorial. (Did you read that seven?)
  12. Inspired by an other thread I made this short with my MultiWave plugin. [attachmentid=12528] M2_2.mov
  13. I think your Oðinn model is great and I think it's more fun to see your interpretation of how he looks than yet another traditional viking image. Traditionally Oðinn is painted with a large beard together with his ravens Huginn and Muninn and his wolves Gere and Freke. Oðinn also has a horse with eight legs, Sleipnir. He carries his spear, Gungnir, which is known to never miss it's target and he has a magic golden bangle, Draupnir. <SWEDISH> Dessutom borde väl vi svenskar veta bäst hur Oden verkligen ska se ut </SWEDISH>
  14. No, I don't think that's what Gene meant. I think he referred to the Streaks Emitters (Particle System|Streaks) Please check out the Online Reference. Search for Streak. Select the About Streak Objects topic and go from there For a project, check out johnl3d's page
  15. Yes, I probably can. It's a bit harder though. Maybe not very hard, but in comparison to WarOfAnts, which is probably the simplest plugin ever made for A:M, I'd say it's much harder. There are source code for some plugins that work very good as tutorials for those who already knows how to program. For more information on this, please visit the SDK forum. Particularly this link will answer some of your questions. As I wrote in my last post, I think Sprites and/or Crowds is the solution. Good luck!
  16. Yes, probably, but I think using Sprites is a much better choice. Crowd Flocking is the answer to this, I think.
  17. This might be helpfull. It's a 5 minutes hack so it's probably buggy, but use it if you want and on your own risk Uncompress the zip file and put the atx file in A:Ms Textures directory WarOfAnts__v._0.0.1_.zip
  18. Instead of adding the picture as an IMG, add it as an attachment.
  19. Well, this may be solved with math. I kind of suggested how in an other thread, but this thread is about using A:M to solve it instead. No math involved here. Or actually it it is, but it's hidden within A:M and the user don't have to bother
  20. You did notice there is a project file for down load? Actually, it's not very hard. A bit tedious, but not hard.
  21. The project file also includes a short choreography. This is what you get if you render it (set the movie to loop ): Clip_000.mov
  22. In this thread it was asked how to make a dodecahedron. I have attached a project file that shows one way of doing that: Project1.zip
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