sprockets The Snowman is coming! Realistic head model by Dan Skelton Vintage character and mo-cap animation by Joe Williamsen Character animation exercise by Steve Shelton an Animated Puppet Parody by Mark R. Largent Sprite Explosion Effect with PRJ included from johnL3D New Radiosity render of 2004 animation with PRJ. Will Sutton's TAR knocks some heads!
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Hash, Inc. - Animation:Master

LTDigital

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  1. Yes, I found some blueprints, but they were very cluttered. I only used those for the wings.
  2. I think they're simply metal supports. I also think they're a bit flat. I'll probably change the image to show corroded metal (like the machine gun) to make it look less conspicuous. Also, anyone have suggestions for weathering? Is it done in the program or do I need to get AM Paint?
  3. Thanks. Yes, I'm going to try to model Albert Ball, whose plane this was.
  4. Hi, Everyone, This is my first serious attempt at modeling something other than a deck of playing cards. Any suggestions are welcome.
  5. Thank you so much. That was driving me crazy.
  6. I've encountered this intermittently in version 8.5 and it has appeared again in this new version. I'm modeling a Nieuport 17 and the wheels have become square in modeling. It renders as a circle, but then goes back to a square. Can anyone tell me what I have done and how to undo it? thanks...
  7. That was the answer, thanks. I rendered the Animated gif as a sequence tga's and imported them into A:M as such. I had to play with the FPS: and Length: under Duration, but it works quite well. Thanks again.
  8. Hi, The manual seems to indicate that is possible to import an animated gif file and use it as a decal. Whenever I try to import such a gif file, either through "Import Image/Animation" or "Import Image/Sequence", and click the "Import as a sequence of images", I'm told that it is an "Invalid gif file." What I am trying to do is to import a 4-frame animated gif and apply it as a decal to a model (in this case, a playing card) and when rendered, have the animated gif play as the card moves. Is this possible? thanks...
  9. Thanks, I finally found that timeline. I'll give your suggestions a try.
  10. Thanks for responding, but I'm not sure what you mean by Timeline in graph mode. If it's that otherwise hidden window next to the project workspace, all I show is a solid blue bar that runs for 90 frames.
  11. Hi, I'm a returning A:M newbie who is finally learning this program using version 8.5. I know... I am creating an animation of a levitated deck of cards, and I want them to move from the deck to a magician's close-up table. Unfortunately, they seem to move on their own. I am using simple translation for movement. I clicked the "Make Keyframe" key at zero frames: I typed 30 (1 sec) in the frames window, moved the top card, and clicked "Make KeyFrame" I want this particular position to hold for 30 frames before moving to its final position, so I typed 60 into the frames window and clicked "Make KeyFrame" The card's final position at 90 frames: When I scrub the timeline, however, the card actually reverses itself and lifts up slightly between frames 30 and 60 before going to its final position: Is there anyway to get rid of the movement without having to manually type in the translate coordinates for each frame between 30 and 60? thanks...
  12. Thank you, but why was my post edited?
  13. Is there a readme.doc somewhere that will provide a chronology of the changes and improvements to the subsequent versions? thanks...
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