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Hash, Inc. - Animation:Master

dingo

*A:M User*
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Posts posted by dingo

  1. 1. A:M - Export Using the .X plugin with all your animations.

     

    2. Using Fragmosoft import the .X

     

    3. export to Milkshape3D(.ms3d) from Fragmosoft.

     

    4. import .ms3d to Milkshape3D

     

    5. export from Milkshape3D to .FBX with animation

  2. Hi Wolvardo,

     

    In my opinion one of the best tools for game creation for non-programmers is found here: http://www.unity3d.com

     

    But you will need a Mac to use it. If you get it I can help with steps in getting your models from Animation:Master into the right format for use.

     

    Again, this is the best and very powerful tool for a "non-programmer" to do Mac and PC 3d games.

     

    Peace,

    dingo

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  3. Biggest problem with this: Milkshape does not run on Mac. Neither does Ultimate UnWrap. :(

     

    As cool looking as the Unity engine is, we've pretty much decided our path is with Torque. Just waiting for Chris at Obsidian to make some good progress.

     

    You could always get a little emachine for translating the model files. I picked up a Mac Mini just for using Unity. Same principle.

     

    I have a license of Torque, but it's workflow is very difficult in my opinion, as I am not a programmer.

  4. The new Milkshape has import and export of .FBX mesh and animation.

     

    1. export .X from A:M using AMXtex

    2. import into Fragmosoft

    3. export to .ms3d (Milkshape)

    4. import into Milkshape

    5. export to .FBX

     

    Of course check your animation and model along the way. This may be of good use particularly to those who use the Unity Game engine on a Mac.

  5. @Mark- awesome

     

    @Ed - awesome

     

    this thread is getting me excited about animation, not just TWO.

     

    @ Mark- (thinking out loud) can you add a null that can control the tip of the nose to move slightly left and right. Just looking in the mirror and noticing how the my nose moves left or right depending on moving sliding my lips left or right across my face. Kinda thinking how Katie Holmes talks out the side of her face.

     

    Imagine if the character while hitting certain syllables may slide his mouth and nose slightly to the right or left. It's usually really subtle but eliminates some stiffness. Of course that can be animated with some muscle motion by the animator.

  6. Frank!

     

    You tease us with magic flour sacks...

     

    Could you explain a bit on what/how you did that (maybe open a new thread as it may take over the facial interface discussion)? Is this a product of using Anzovin's weight mover which looks to be a really cool tool that I have heard little use of?

     

    Bill

    Hey Bill, rather than Anzovin's weight mover, you can use the "Control Weights" feature that is already part of A:M. Thus when doing TWO it shows the power that's inside A:M without the use of external plug-ins or tools. Here's the link http://www.hash.com/am2004/Modeling/CP%20Weights/index.htm

  7. For now, we could use a 4 point patch with a decal on it instead of a camera rotoscope. With a pose to hide this patch by scaling it down and putting it inside the head.

    This may be a better way anyways as then this image could be seen from non camera views too.

     

     

    Oooo you could also have different patch interfaces for differnt body parts. hide and un-hide when needed.

  8. Frank Silas and Dingo, I looked over your information about Disney's Chicken Little interface. Can you give some examples of how it's used. It's hard to make out how it's different from what we are doing now.

     

    Essentially it's very similar to what you are developing using nulls. One great thing was that it was a separate "application/dialog box". You don't have to "hide" the boxed interface at rendertime. Also it included on/off buttons to turn on or off poses etc.

     

    One thing that a few people mentioned is the boxes around the nulls and then have them labelled. It makes it quick to remember which null is used for what and the limits at which to position the null. It's very very intuitive, I wouldn't consider that clutter. Scrolling down a long list of linear pose sliders is more 'clutterful'.

     

    Just had an thought, could you imagine having a touchscreen where you just slide your fingers to different positions on the screen to control the animation poses.

  9. I'm in favor of the two-demensional nulls also. Having them in a seperate window (like a 'face cam' window, as Strohbehn said, or a seperate control panel window) would be great. Also, having the appropriate muscles in the face and neck all be responsive to the controls automating some of the secondary action is a big plus.

     

    I was talking to two of the lead character animators from Disney Feature Animation. This is the control window they are using on Chicken Little, An American Dog, and A Day With Wilbur Robinson. (They said it was ok for me to take picture of it.)

     

    ...image...

     

    I have animation and character setp notes from our discussions (which were one on one). I'll post them here...I need to dig them up.

     

    Frank Silas

    http://www.franksilas.com

     

    From August 2004

     

    http://www.hash.com/forums/index.php?showtopic=7695&hl=

     

    I had a chance to see that interface in action summer before last and it was great.

     

    @strohbehn: Can a set of textures/icons to be constrained or mapped to the nulls, so you can quickly know which ones to select. OR is there a way to have colored nulls? http://www.hash.com/forums/index.php?showtopic=7696&hl=

  10. Hi David,

     

    Welcome to the Hash forums. If the otee guys could create a plugin to work with Animation Master that would be great.

     

    Here are a few forum threads you may be interested in:

     

    Obsidian Games/Chris Roy currently makes a great plugin for A:M that exports .X format with animation here is a link a discussion of the latest version

     

    http://www.hash.com/forums/index.php?showtopic=13734

     

    Also here is are links to threads discussing current Hash SDK's

     

    Hash's new HA:MR Technology: http://www.hash.com/forums/index.php?showtopic=16766

     

    Can download the current SDK here: http://www.hash.com/forums/index.php?showtopic=5146

  11. I love the idea of Woot's journey to the Tin Castle being the opening credits.

     

    Some opening credits I used to love as a kid were the old Fliescher Popeye opening credits.

     

    Remember they were a drawing of the deck of ship, and some cabin doors would shut then open to reveal the credits. I used to love that as a kid.

  12. Yep, I been looking at it for a couple months now.  The best way to get A:M Characters and animation into .FBX is to use Obsidian Games .X exporter.  Then use Polytrans.  That seems to be the best solution that I have found thus far.  And thank goodness for that .X exporter.  Again it's A:M > .X > Polytrans > .FBX.

     

    Hope this helps.

     

    Edit:  One thing to note though is that the you have to request the .FBX exporter for Polytrans after purchase.  It's not part of the standard install, but you have to request it directly.  The standard install of Polytrans has an FBX importer but not an exporter, but once you request it you can install the patch and it should be good.

     

    Also of note, avoid five point patches and make sure all your normals are facing outward before exporting to .X

    That's just the info I was looking for!!

     

    You are one awesome source of knowledge there Dingo! So, have you played with it at all?

     

    I did send an email to the people at Unity and they said they've talked with Hash and are willing to support AM directly, but need a more open line of communication with them.

     

    So for now, this might work.

     

    Thanks again!

    Greg

    Thanks. Sorry for such a delayed response.

     

    Regarding Unity directly supporting Hash, I wonder who talked to who. Joachim over a Unity really seems to be a great guy, actually all those guys seem to be really cool. Just as cool as the Hash guys.

  13. Hey Ken,

     

    In Will's drawing it looks as though the "wrist" of the Hippogyraf is 'forward' because he is lifting his leg. So that front bend of the wrist is because the animal has lifted it's foot.

     

    (edit)Kinda like the second image here(one leg lifted one straight): http://elephant.elehost.com/About_Elephant...t/the_feet.html

     

    In the model that "wrist" bent forward is the static position of the animal. Which makes it look as though the front legs at the "wrist" would not properly support the weight. Yves structure would make it look more believable, as though the front legs are actually giving support of the weight. It doesn't really matter as it is a magical creature.

     

    Will, no disrespect on your drawing or art direction just an observation. Please don't flame me.

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