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Hash, Inc. - Animation:Master

KenH

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Everything posted by KenH

  1. No, you're set for the next year. AM goes by what cd you have and you have the latest. When v13 starts appearing officially, you can download and use it (probably be able to use the start of v14 too). If you look for it, v13 is on the forum, but it's only in alpha so it's not ready for primetime yet.
  2. That's brilliant. I'd love to see what it's like being in amongst those mountains.
  3. Hallelujah and amen! Keep the spirit alive.
  4. Excellent! I can see a full scale demo in the making.
  5. My guess would be to email the creator of the model and see if they're ok with it.
  6. Displacements do show in realtime. But only at the highest "PageUp" setting. Slows the computer though. Normal mapping and bump mapping are still valid. They render quicker because they don't actually deform the surface. Still useful for the small details.
  7. Nice. It seems unfinished somehow though. Maybe some displacements on the terrain?
  8. Yes, the 2006 version is here. What's the image of on your cd? http://www.hash.com/am2006/ You can add kick ass displacements to the list too. Also, if you want to contribute to the Tin Woodman of Oz project you have to have v13 found here in alpha. Note that you can't go back to v12 if you model in v13. But you can do the opposite. Also, save often as it's only an alpha. http://www.hash.com/forums/index.php?showtopic=19472 Not sure about the book.
  9. So, you click on the "show more than drivers" on the shortcut to the model in the chor and animate the displacement in there? I just tried it and it works. Plus, I can see the displacement in realtime at the highest resolution.
  10. You have to change the displacement value for the image in the action or chor. Not in the model window structure. You'll need to use the "show more than drivers" to see it.
  11. How do you do 16 bit images? I can only export them either as .Tiff, .psd, or .raw. None of which I can get into AM....
  12. Nice one! Send a slice of pizza to Hash!
  13. Am I missing something? I don't get realtime displacement display....
  14. Bumps are naturally faster. On a test that took bump 10 seconds to render, it took displacement 18 sec.
  15. Ah I see what you mean... 1. It looks like holding down Control only rotates the view round it's own pivot point...kind of like the x axis of the "camera". Not holding down control takes care of the other axes. I couldn't find a key to constraint to those. 2. Actually, a cookie cut is supposed to cut out everything not decalled. So, it's working alright. Maybe you need a transparency map?
  16. 1. What are trying to rotate? The view or the cp? You can constrain cp transformation by using the 1, 2, and 3 keys...which correspond to the X, Y and Z axes. 2. What about extending the canvas of the image you're using as a cookie cut? So that the white area (when rendered) continues to the edges of the patch.
  17. A screen shot of this would help greatly. It does/should work.
  18. His feet look abit iffy, but on the whole you have a nice character there. What does the R stand for?
  19. Looks good John. Making one blade a different colour would make it easier to see what's happening..... David: You might want to PM John with your email....no telling what bots are around.
  20. Is this an actual model? Or is it an image applied to a patch? It might have something to do with transparency....either on the model/patch or image if it's an image. Look in the properties of all these things.
  21. I'd say at this point, it'd be easier to draw a new path. Make sure you start it where you want the fish to start.
  22. Actually, it just looks like the odd cp is different...probably didn't use mirror mode on those. I also just noticed that the mouth doesn't have enough/any rings round it. These should be looped rings that form the shape of the mouth.
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