I tried telling the story with AM and then exported the Choreography to render in Blender.
Design, build scenes, props, characters, actions and choreography in AM, then export Object Model (.obj) and Export MDD data to light and render in Blender.
With Blender 4.2.3, you can now receive Decal data from AM, but it needs some minor adjustments because the default values of both programs are different, and the problem with the Hook made from AM has been fixed.
My first draft was done in Animation Master, thank you and Happy New Year.
I tried using the sculpt tool in Blender and pulled out just 1 frame of helmet hair. It made the entire continuous frame change and move perfectly, it was amazing.
Blender 4.2.0 can now import Patch Models files from A:M using Hook and Decal to lighting and rendering without errors, but requires some minor adjustments.
I designed Actor Models, Props Models, TreeeZy, Action, Simulate Cloth, Dynamic Constraint in Animation Master and then exported Object Model(.obj) and MDD data for lighting and Rendering in Blender.
Yes, I have plans for a long term project, perhaps changing the version while the project is in progress. There may be a problem, and another reason I don't have a credit card, it's not easy to shop online often, I want to be able to Transfer funds directly to Hash, Inc.'s account and scan the transfer document. Can be confirmed through this forum, it will be another convenient way.
15 hours ago, Fuchur said:
Hi Bobby,
I just tested it and you are right. I asked Jason about it.
Thank you very much for the catch :).
I chose to modeling and animating in A:M and test-Render came out as Shaded & Wireframe until I was satisfied with the animation and then exported (.obj sequence) to rendering / compositing / editing in Blender.
I don't have any knowledge of script writing, so I have to import .obj to put in the Blender's Scene in frame order. Which is something that is repeated Is a boring job And takes longer than animating in A:M
Lighting in Blender is easier than lighting in A:M and Blender can render quickly. And get the image to be very realistic
Unfortunately, the Materials and Decal in A:M cannot be exported with .obj, but luckily, the configuration of Surface properties in a group in A: M models can be converted with .obj to some Shader values in Blender, such as Diffuse Color, Diffuse Falloff, Transparency.
this is my way,
1. Use the Shear Tool and Perspective Tool in GIMP (or Photoshop) to adjust (projection) the Perspective view to Elevation view.
2. Export the modified image into a Rotoscope in the Model window in A: M and then create the model as normal.
3. You know the base dimension, scale Rotoscope to get the correct dimension.
4. Estimate the depth and height of model by adjusting the proportion in choreography.
(please excuse me for grammar, I wrote in Thai and then "google translate")
I try to put ResoluteWalk (action from Hash CD) to scotty.mdl and then re-Rig use "Skeleton_myFinger_full_ok2" (the same as 2001_Skeleton except Fingers Rig).
This clip used a Rotoscope and Rendered as Image Sequence both Shaded & Wireframe and Final (16 passes) in A:M, and then edited in Video Sequencer Editor in Blender.
Try to export the model (.obj) from Amimation: Master to import (.obj) into Blender then try lighting and Render. Try both Render Engine: Eevee and Render Engine: Cycles, with Render having clear background (alpha). And then overlapping a background, adding a (bobby) graphic logo, and adding text in GIMP
Walking Granny
in Open Forum
Posted
I experimented with the Thom (2001_Skeleton) model.
GrannyWalker_Test1.prj