mediaho
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Posts posted by mediaho
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I am working on an animation and I don't want to reposition the lights in every different part of the room (it's a really big room and the character travels all over it.) What is the best way to light this room so that I don't have to repositiong any lights?
To get the best composition per shot, you're going to have to reposition the lights. Even in film, they change the lighting every time they change the camera position. I can understand not wanting to, but you're really going to have to.
BTW, I'm assuming this is not going to be one long shot. In that case, you're going to have to be creative about where you place the lights in relation to the character and where the camera is in relation to both of them. Sorry I can't be more specific without more information about the scene.
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I always got the impression that the desire for polygon modeling wasn't really about polygons themselves, but about the tools that seem to exist primarily in polygon modelers, like modeling booleans, filleting, and beveling. The things that the simple math of polygons makes easy, but the complex math of patches makes difficult.
Yea - that's exactly what I meant. I suppose if these things were easy, Hash (or someone) would have done them already.
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I thought I'd make available a head model I use a lot. It's an older version than the one I use now but it's still pretty functional. I think I originally made it in version 6 or 7 (although this one is saved from v11). I left in all the facial poses I used at the time and the facial decaling poses.
Those so inclined are encouraged to incline this way.
Feel free to modify it as you wish. All I ask is that if you use it in a commercial (paying) project, credit me. Oh and the eyes were modeled by Alain Desrochers. He made them available for free a long time ago. I can't remember if he had any commercial restrictions - best to check with him on that.
Since Alain modeled the eyes and I modeled the head (based on splinage Armando Afre once showed in a jpg), maybe people can keep adding to it and re-uploading it. Make it a true collaborative character.
Anyway, have fun. I'd love to see what/if anyone does with it.
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Sweet. Those guys rule. Go buy Tak and the Power of Juju and support these guys. They're talented, genuinely nice guys and they use A:M. Their needs helped define a lot of what A:M is today. Support them, so they can keep supporting us.
Feature this article boldly on the front page, Ken!
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Thanks Jim and Robert!
The video was created for one of those massive displays in Times Square, NYC.
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Hi.
The models that you made in AM, are they actually being used in the 'Pirates' game? If they are, can you elaborate more on the process on how they went from AM to 'Pirates'?
Thanks.
DXF export to 3DS Max.
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When you begin a model you have to specifically name a path and a group. Once you do that you can go into the wizard and using the pull down menu, specify the two. Hope this helps.
Tony
Hey neat-o! Thanks Tony. I assumed it would give me CP #s but this is much more elegant.
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I posted this in another forum topic but remembered I may not have shown this publicly yet. All of the 3D logos in the foreground and background were done in A:M with a lot of help from the Adobe Illustrator wizard. I did it a little over a year ago in v8.5. Compositing by The Wow Factor.
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I ask this because I have a friend who is a cartoonist and would like to collaborate with him on a project to create a film from some of his existing characters.
Okay. I just read the subject, not the whole original post. Either way, I found the AI Wizard really helpful when I could create faster in AI than A:M. But I'd still like to know if it's still supported.
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Is there still a supported Adobe Illustrator (AI) wizard? That came in extremely helpful for a non-character animation job I had:
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I just had a thought. I've seen a lot of people who've used other applications and were intrigued by A:M. Then they get frustrated because the modeler is so alien. If you started modeling in A:M and then used other polygonal modelers, you know what I mean. They mostly all have similar features and functions that people are used to. Would it be possible to create some sort of modeling wizard that makes A:M "behave" like a polygonal modeler? It would still model in splines transparently, but would look, react, feel like a polygonal modeler. And if this is possible, is it something people would be interested in? This may be what Wings 3D does, I don't know, but it should be something in A:M. We wanna hook the noobs but snagging a few pros or experienced hobbiests wouldn't hurt either.
Hey, I once wished out loud for a Raf rig wizard and The Setup Machine arrived. I thought I'd press my luck again.
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Just playing with the modeler today and noticed an extruder wizard. I see it was in 10.5 as well but I hadn't noticed it before (shows how much I model). Doesn't seem to be fully implemented yet (I can't select a path or cross-section) but looks interesting.
Now this may just be currently broken and has been working for years. We old-timers sometimes get stuck in our ways of working (around). Or I could just be using it wrong. But I thought I'd bring it up in case anyone else missed it.
On a somewhat gushier note, I was just noticing all the new/proposed features at the AM04 page like weighted CPs, improved UV Editor, the amazing new hair and customizable interface. Not much in the way of real new, flashy buzz-word features but the improvements are herculean. I once mentioned that A:M tends to implement new features and leave them unfinished to add more. Well, these features are now getting polished to a shine. Kudos, gents.
I usually chuckle when I hear people say "This is A:M's year!" because I once felt that way every year a long time ago. But this time, I may have to agree.
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I'm currently working on Sid Meier's Pirates! and made a couple models in A:M. Most of the modelers just use what they're comfortable with, whether it's 3DS Max, Lightwave, Maya or A:M.
Characters from Avalanche Software's Tak and the Power of Juju was also modeled in A:M. I heard at one point, they were using A:M's patch-based models in their engine but I'm not sure if that's still the case. If the talented Joe Williamson is still on the list, maybe he can clarify.
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Cool! Love the "Judith" soundtrack in the beginning too!
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Have you tried this with animation or just still images?
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Nice job. Very anatiferous!
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Saw some new stuff at the A:M 2004 page (or stuff I hadn't seen before)
Ambiance Color Surface Attribute
Next and Previous Control Point keys
Decal View (UV Editor) new features.
Keep that info coming!!!
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Nice tip! Also, using the '1' key (next to '~', not in the keypad) allows you to constrain your movement on the x-axis. This also works for keyframes - you can change the timing and leave the value unchanged.
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That should be "rigid subsamples"
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[quote name=Bruce
' date='Jan 29 2004, 11:28 PM]From: Bruce sfx3d2002@cox.net Date: 2004-1-30 00:15:29
Okay I think I figure out about rigged body, but is there any extra
plug-in or anything to make it work better for the rigged body? Thank ahead
In your choreography properties, you can set your "rigid subsambles" to a higher number for more accurate results.
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I haven`t looked on Ebay since I accidentally bid £60,000 for a copy of After Effects during the last 30 seconds of bidding. Anyway, that`s another story
I'm sorry. I have to know how you can bid £60,000 ($100,000 US) on AE. Did you hold down the 0 key after you bid £60 or something?
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Lose Windows 98. Upgrade to 2000 or XP. 1998 was a looooong time ago in computer years.
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Very comprehensive and concise, Ken! I would only suggest at least a mention of Tron and The Young Sherlock Holmes' stained-glass knight in your 1980's section. Definitely milestones in CG characters.
Thanks for making this available, Ken. We should constantly be reminded of the huge footprints we walk in and that we have a legacy to continue. Plus, I can never read enough about Ray Harryhausen!
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HTTP/1.1 404 Object Not Found
Just me?
WIP and some Help (obj transfer)
in (2003-2004)
Posted
If you're going to Max (and it's in your budget) you may want to check out ResErect from Ghost 3D. Among it's other features it has great Animation:Master import. It uses av2 files so it will work with most versions of A:M in recent memory.