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Hash, Inc. - Animation:Master

zandoriastudios

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Posts posted by zandoriastudios

  1. It would have been a better story, in my opinion, if Merida's mom was killed in the castle, while in bear form! (maybe by her own father) The Clans go to war, Merida runs away in disgrace and horror at what she's done....Now long redemption arc, where essentially a changed Merida has to find a way to end the war, unite the clans, and assume a role (her mother's) that she hated at the beginning of the story.

  2. ...Maybe we can encourage Will to update his tutorial as the game has officially changed...

     

    I'm interested in trying out the new features--looks like you could save some steps and not have to have as many stamps? My technique uses a bunch of named groups to organize the way you want to split up the map. I don't know if that goes away, because it is easy to look at the groups and see if you've missed anything...

  3. Here is a test in V17, using an .obj from Sculptris as a landscape, the .obj of R2D2 from 123DCatch, the Knight .mdl from the hash Library.

    Ambient occlusion is ON--I was happy to see that it worked with the different objects and the model!

    the landscape material was Bitmap Plus, applied to the imported PROP.

     

    Looks like I could have a lot of flexibility in building sets for TAR of Zandoria! --including building miniatures and capturing them with 123DCatch to use in A:M :)

    V17_test01.jpg

  4. "My original vision was that we'd get 12 people and each would do a new tut and BANG we'd be done."

     

    Here's my experience on that. I took on a project that's supposed to total six books. First book of twelve chapters, six had been submitted by various authors. They didn't track, they overlapped in some areas and failed to cover others, they contradicted each other. Most were badly written and the authors didn't stick to the topics assigned. Three other chapters had been assigned to authors who produced nothing. The last three were never assigned; the project manager had given up and decided to write those himself. He never wrote anything. This was a paying proposition, with the promise of royalties, and still the performance was abysmal.

     

    So I rewrote six chapters, wrote the other six fresh, and wrote books two and three. I wrote most of book four, but there's one chapter where I didn't feel qualified, so I started asking around for another writer. After a long search, I found one who made promises but has given me nothing except something he previously wrote. That will be useful in book five, but I find my poorly qualified self writing the chapter in book four because it's the only way it will get done and it's the only thing holding up publication.

     

    Timeline: when I was in Dallas I was finishing book 2. Now I'm finishing book 4. That's about one book every nine months. By that reckoning I'm still a year and a half from finishing the project, though I tell myself I just darn well better not be. I'm not discouraged yet - maybe by October I will be - because I still think this thing can make me some money. If I didn't, I wouldn't have started on it.

     

    So, as I say - if the A:M community wants a new TAoA:M, the A:M community needs to figure out how some $$$ can come of it. My vote would be to simply raise the price of a subscription. Anybody who values his/her time would know that the shortened learning curve more than offsets the extra dollars.

     

    Somebody must know the answer to the question I asked before: how many subscriptions to A:M are sold every year?

     

    A few years ago, there was no printed version of the Technical Reference. Users continually clammored for it and were told "there's no need--it's all in the help file". So with permission from Hash (because they didn't think anyone would buy it), I went through the help file and formatted it for a printed book. In a few weeks it was ready on CafePress. I marked it up $10 and posted it here. I made about $4,000 in two months!

    After that, Hash made a full-color Tech Reference available :)

    AMbook.jpg

  5. By Ben Fritz, Los Angeles Times

     

    June 24, 2012

    Last year's "Puss in Boots"was made on the lush 13-acre DreamWorks Animation campus in Glendale by 300 people working for four years at a cost of $130 million.

     

    Its knockoff was made on the second floor of an office building just two miles away— by 12 people, in six months, for less than $1 million.

     

    That is the part of the story that I think is important--I think that there is a mentality that it can't be done except the Dreamworks/Pixar/Sony/BlueSky way: lots of people and lots of time. One of the objectives of The Tin Woodman of Oz project was to road-test the production capabilities of A:M--and it did! There is no reason that producers wanting to try to cash in on the animation craze shouldn't be looking at Animation:Master and this community of animators. :yay:

     

    [edit] This story inspired me to launch this blog post: Bring your dreams to life!

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