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About ddustin

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  • Interests
    Building my business. <br />Grand Kids.<br />Treating others that way I want to be treated.
  • Hardware Platform
  • System Description
    2.4 Gz Athlon 64, Widows XP Pro, 2Gb Mb RAM, 128 Mb Video Net render and "the farm". Lots of other "Stuff" too.

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  • Name
    David James Dustin
  • Location
    Adairsville, GA
  1. Karl, You really don't want to use tree hair, there is a much better solution that I could make for you. We have experimented extensively and our solution works very well, I can send you an example. Contact me at my email address or I think you have my cell as well (you should still have it). David
  2. AO will surely increase render times beyond what a single machine will do reasonably (given this is an animation). We have a render farm and don't use AO for animations because of that reason. We use an eight bulb light rig, to get comparable results in a much shorter time. AO is great for stills.
  3. Yes that program has a good reputation. The shortest way though is to create a new model from scratch in A:M. You'll spend a boat load of hours trying to get it to import, and you'll find it still isn't right. A:M isn't intended to to work with other programs, in the sense of model interchangability.
  4. Mark, I am having a bit of a hard time getting the rig to work. I followed the instructions to the best of my ability (which would be a 1 on a scale of 1 to 10) and can't get it to work. Any revisions to your rig? Thanks, David
  5. The Project has been awarded. Thanks to all the applicants. Keep applying! There will be more work. David
  6. Robert, To have them do it without having to add constraints to each and every one requires you to code the mdl file by hand. If you only have a few trees it isn't too bad. We have 100's David
  7. Robert can you be a little more specific as to your goal? First priority is trees. I figure I can use the Hair function for grass of most any height. I saw, and bookmarked, the Zpider tutorial for trees, but the design-type that you get from that isn't what I need. At the moment I'm thinking about using the Hair function on a series of distorted spheres with short, flat hairs, and maybe, just maybe I can stack them to make a convincing tree. I'm using v.11 at the moment so the v.13 plug-in isn't possible until I upgrade, which probably wan't be far off. I'm building a frontier garrison post, patterened after the mud-brick construction in Timbuktu and Mali. I'd like to add some trees between the buildings. Mostly only the upper part of the trees will be seen. The HERO DUDE is just for scale, so steps and doors look reasonable [attachmentid=20930] The best way to create trees is make them from patch panels. You create a simple rectangle made from 2 patches and use a image targa image as a cookie cutter. The panel can be constrained to aim at the camera or a better solution is to add a bone to the panel and have the aim roll handle, aim roll at a master null. This master null can be constrained to any camera in the scene, effectively giving you most of the benefits of hair without all the slowdown and other inherent issues with hair (look out for hair jitter). If you can find an image of the tree you want, hopefully it comes with an alpha channel, otherwise you will need to create one. We are building our library (I keep saying I'm going to sell it but.....) and have over 13 trees that are hard coded to automatically aim at a master null, as well as having a 2nd constraint for making the top of the tree move, In unison, like the wind. You can use the MMOP plugin (multiple models on Path) from Stephen Gross to drop hundreds of auto constrained trees at a time. You would need to create the same thing for V11 trees, as V13 models will not sork with V11. Hope this helps
  8. Robert can you be a little more specific as to your goal? Trees? Grass? Plants? David
  9. We would like to consider bids to model a lower spine. L1-L5 vertebrae Similar to this link http://www.back.com/anatomy-lumbar.html The vertebrae need to be highly detailed, and there is no patch count limit. (the current Eugene Skeleton does not have sufficient detail) Please respond with possible examples of your work. Thanks, David
  10. Actually I meant how to sepparate the images/textures in either Accutrans of som other app. There are sooooo many 3ds props out there, and we haven't been able to get over this hurdle. David
  11. http://www.micromouse.ca/ I haven't figured out a way to remove the textures from a 3ds model. Anyone else know how (even if it was from within another program). We have a bunch of 3ds props that we would want to do this too.... David
  12. No there is not a clean way to do it. The only way you can save it as an A:M model is import it, then save it. David
  13. losrem, Thanks for the compliments. I wish we could show more of what we do. Textures don't come in well. What I do is use a product called accutrans to set the group properties to a decent color. We also sepparate the wheels from the model (creating one wheel prop) and add the wheel (4 of them into the chor so we can animate them. I don't have an AM peugeot model. Let me know if you need more help with this, I can have my son look at it tonight if you don't want to get the softeware (It's only like $20). If you need an AM model of the car, you could have it contracted. There are some excellent vehicle modelers here. Hope this helps... David
  14. Are you importing it as a prop or as a model? You want to right click in the chor window and select import prop. What vehicle is it (make, model etc). David
  15. Rodney, I tried to get it work but was unable too. I created a geometry, made a separate spline in a named group, created the material as indicated in the instructions (in fact I used the exact same setting as the example). Applied the material to the named group and didn't see any results. I'll play with it some more to see if I can get it. David
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