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Hash, Inc. - Animation:Master

mediaho

*A:M User*
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Posts posted by mediaho

  1. I can't help think what Boids would look like these days with v11's ability to do feathers with the hair particle system. Not to mention all of the other improvements. I think BoF was done in v's 6.5 and 7.

     

    Shaun Freeman's Cuckoo and other characters look like they'd be at home in the BoF world. I smell a cross-over! ;)

     

    When is the next group of young, eager A:M users with more ambition than sense gonna do another one of these remote, collaborative things?

  2. Hi everyone,

     

    I wasn't quite sure how to track this info down, so if it is handy someplace please feel free to point me in that direction.

     

    When I have designed sets for ABC television and a few feature films, we always build with "wild walls" - walls that can be removed to allow the camera and crew access. Think of the bridge of Star Trek's Enterprise; the front wall with the giant video screen is removed when the director wants a head-on shot of the captain and crew.

     

    As I am building my first A:M short, I am wondering about whether I should employ that strategy for particular shots. I assume that given A:M's camera's behaviors, if I want an over-shoulder-shot where there is normally a wall directly behind the character, I will need to remove that wall to get the shot.

     

    Also, say you have a cockpit with angled surfaces - yes, I am attempting a space animation entry :P Does A:M calculate reflected light from off-camera surfaces? If I don't need or want that light, can I remove those surfaces for that shot and save myself some rendering time?

     

    I probably be back with more questions as I get further along. Thanks to those of you that have been so helpful, I couldn't have gotten so far without you!

     

    Paul "I dream of being Hajime Yatate" Melia

    The same theory applies. In live action, you physically need the camera there and the wall would get in the way. But also, why build what isn't going to be shown? Same applies here.

     

    Your set design experience will be very helpful in 3D. Keep in mind that 3D has fewer physical limitations - no need for light meters, free camera, etc. You don't have to build a set and be limited by that. You can change and tweak everything from your lighting to how the room is set up in each shot since you're not trying to capture a live performance with real-time actor interaction. Whatever makes the shot work.

     

    When I first started in 3D, my only experience was in stop motion. So I keyframed every frame like a dummy. It does take time to realize and utilize all the advantages of 3D. After countless forehead-slapping moments, I think I damaged my brain.

  3. Haven't had time to play yet but wanted to drop in and say thanks for making it available.

     

    so...

     

    Thanks!

    Rodney

    Welcome.

     

    In case anyone didn't know, when you make changes to the face model by moving cps around, the poses should still work and require very little tweaking. The poses work relative to the original model's cp position, not in absolute values.

  4. Are you using Character studio? I think that is the only way to get .bvh into max.

    Yep. If you're using Max bones and skinning, there's no way.

     

    I once wondered if you could take multiple cameras and set them up in a choreography as a motion capture session, but then realized I was insane. :blink:

  5. Herzlichen Dank für Ihr Interesse an unserem Unternehmen.

    Wir werden uns innerhalb der nächsten 24 Stunden mit Ihnen in Verbindung setzen.

    This text has been automatically translated from German:

     

    Cordial thanks for your interest in our enterprise. We will sit down within the next 24 hours with you in connection.

     

    Huh?

  6. ok so i have a model, right? well i want the animation to be in the game format (torque engine). the problem is i dont think a:m can export to its file format. So i will have to go through 3ds max. now problem with that is my bones wont be there and i dont think the animation will work. what do i do? Will the bones still be there? PLEASE HELP!

    The bones will not come over.

     

    I've been trying to work on a way to animate in A:M and translate to Max using bvh files but so far I've been having trouble bringing A:M bvh files into A:M. I'll post more on the subject when I work these kinks out (hopefully).

  7. ...the 2004 features page, which is linked to with the 'small graphic' that you assume is an order button, though I'm not sure why, 'cause it doesn't say 'order' anywhere on it

    I think it's the word "upgrade" on the button. Taken as a verb, one could think it means "click here to upgrade." I know I did.

     

    Maybe something like "New features for 2004" would cause less confusion.

  8. John,

    Nice! I went out for happy hour(s) last night and that's pretty much how I feel this morning. Very appropriate.

     

    sineater,

    Thanks. It was a fun project and a nice opportunity for me to work with Dale Carmen, Jeff Dates, Raf Anzovin, and a number of other talented people. All of the characters and props were done in A:M and the moon itself was a physical miniature. There is some more behind-the-dcenes stuff at the Official site.

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