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3DArtZ

*A:M User*
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About 3DArtZ

  • Rank
    MrThoughtful

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  • Website URL
    http://www.3dartz.com
  • ICQ
    0

Previous Fields

  • Interests
    3d computer graphics, print production, surfing, weight lifting, running, vert skateboarding.... dynamic base magnetic repulsion......;)
  • A:M version
    old version
  • Hardware Platform
    Mac/Win
  • System Description
    Boxx machine,winxp pro. MacG4s - oldschool os9

Profile Information

  • Location
    New York

Recent Profile Visitors

1,430 profile views
  1. Hey guys, it has been a long long time since I've done anything with A:M or even had it installed on my computer. Maybe 2012? To be honest I was missing using it and installed the last version I had, 14x, and started something I've been interested in modelling and 3dprinting. Not sure why but I've been itching to model the IronMan helmet. So last week reinstalled it and grabbed some rotoscopes, spent a day getting my feel for the modeling window again. I was so familiar with the software years ago that my minds muscle memory was almost totally intact. so, loaded up a few rotoscopes and
  2. a high patch count model in A:M is overkill every time. get the detail you need with texture and disp maps.
  3. a couple things.... while the model is shaped nicely, it pretty much is the opposite of what A:M is all about. there is zero reason to have so many control points in this model. You could achieve the same shape with proably 1/8 the number of control points. Me, I would never take on animation in A:M with a model built in this fashion. its just too much unnecessary detail in the mesh. the other thing... its been a while since I've used a:m on the reg... but the poses are additive. the values add up ontop of eachother, if I remember correctly. so you'll have to force feed zero into th
  4. Maybe writing an expression could link your pose sliders for you. Its been sometime since I've written expressions so I can't offer the way to do this off the top of my head.... it might not even be linkable though. just a suggestion to investigate.
  5. I've been doing lipsynch and character animation with dboxes for at least 7 or 8 years.... I even suggested we use it, along with a stripped down version of the 2001 rig, for the OZ movies when I was involved in the early early discussions with the big man. but I was drowned out in favor of what is apparently a still evolving rig monster. I can only imagine how much easier it would have been on production for you guys had it been kept this simple...
  6. 3DArtZ

    Facial Rig

    I have always felt that there is a disconnect between the A:M users and the tools available in A:M. We have been able to set up facial animation controls and poses with ease for as long as I can remember, but for some reason many people, as far as I can tell, choose to go the hard way and mimic the impossibly difficult to use tools needed with other software. Its been a while since I had an animation project requiring facial animation but the last one I used deformation boxes to create the poses. basically a dbox for the lower jaw, a dbox for the upper jaw, a dbox for each eye and th
  7. Robert Thank you for your feedback. I was trying for odd. regards simon. Be careful when trying to achieve odd... sometimes it winds up just looking bad.
  8. Wow that was great! makes me want to go out and punch a baby in the face right now! lol. excellent job! Mike Fitz www.3dartz.com
  9. freshest, that was really good! thanks for posting that was what I was looking for when I asked about what people are doing with the rig!!
  10. it´s installation process is as easy as any other rig installation. with any other rig you´ll have to translate and scale bones in place, and there are not more bones to move using the squetch-rig. there´s also a detailed instruction in form of a text-document coming with it, so everyone should be able to follow the steps. the weighting process is a little bit more complex, because there are more bones to choose from in the end, but other than that it´s the same. this rig gives absolute animation freedom and flexibility, everything can be squashed and stretched, almost every thinkabl
  11. wow, its been a long time since I've checked in with the squetch rig progress.... this looks fantastically deep complex and capable. But my first is question is.... are the average a:m users able to use this? I'd love to see what people are doing with this rig.
  12. the mesh density of your object has only a limited effect on a 3d print. without actually printing something like the object you'v shown, from my results the vertical notches on the outside of the object might be out of the scope of the printer.... I think the inner thread might be okay but at that tiny size it would be tuff. as far as the "faceting" on the surface of the object... with the makerbot you can get very very smooth objects but if you hold it at an angle to a light source you will see the tiny edges from the additive layer build process.
  13. I have the makerbot replicator2 and it has a layer resolution of 100 microns (.0039 inch high layers) and it is good enough to make threaded models. I can't speak to the other printers but you have to understand that these machines have their printing limits and the smaller details on the that object you are showing, the outside tiny notches probably would be beyond the print detail. but the inner thread would possibly ok. do you have a model built? I could test here. Mike Fitz www.3dartz.com
  14. this is like the most useful street ever! Its got a barber shop, a bar, an eye doctor.... will there be a grocery store??? Really nice work! Mike Fitz www.3dartz.com
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