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mouseman last won the day on January 7 2018

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About mouseman

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  • Name
    Chris Dailey
  • Location
    Alberta, CA

Previous Fields

  • A:M version
  • Hardware Platform
  • System Description
    Win 8 64 bit Home 16GB RAM AMD A10-7850K Radeon R7 (4CPU+8GPU) 3.7GHz
  • Self Assessment: Animation Skill
  • Self Assessment: Modeling Skill
  • Self Assessment: Rigging Skill

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  1. The results look quite good! For a previous effort, see here. Rodger: You make numerous references to the "steering bone". There are bones named "aim steering" and "steering wheel". Do you mean the "aim steering" bone?
  2. Wikified, and linked from the Plugins page.
  3. Code-wise, having more than one option show up should be quite easy - a single property that takes 10 seconds to change. Did you report a bug?
  4. Wow, what a set of fixes! Thanks especially for 6571: Net Render slaves cannot load camera from Technocrane! I'm sure Jason Hampton will appreciate it, as well.
  5. The license system will work indefinitely for older versions, right? So XP users could still use 18.x but no later.
  6. I see where you're coming from with exporting a bunch of the same object as a single model (i.e. a single mesh). However, as a programmer, having multiple copies of the mesh seems kind of wrong. There are heuristics/guidelines that say "Don't repeat yourself" and "once and only once". We were thinking that the pose action approach would allow us to easily turn on the set for rendering the background and then turn on the characters for foreground. But we'd need to come up with a new way of doing that once we come up with a new idea for composing the sets. The characters will need to interact with parts of the set and with props (e.g. with the coffee machine, the fridge under the counter, coffee cups, the milk pitcher, etc.), so thought will have to go into what is part of the fixed/umovable set and what is a prop that the actors interact with. That sounds like a promising idea. We'll give that a go and let you know how it works. Thanks, Robert!
  7. Steve and I have been using poses in models to compose larger models -- even whole sets -- from smaller models. This is very useful to avoid creating multiple copies of mesh, as well as allowing an easy way of turning on and off various parts of the model. Here are the requirements that we had when the pose idea came up: Avoid having multiple copies of the same mesh. If there are 18 chairs in the set, there should not be 18 copies of the mesh in some model. Ideally, they need to be configurable for different situations. For example, we don't want a separate set for the coffee shop before it opens (less clutter) and after (more supplies, etc. laying around and on shelves). You need to be able to turn things on and off. The sets and large models need to be reusable. That is, you can create a new choreography, drag in a model, maybe change a couple of pose values, and be ready to animation. However, we have run into two show stoppers for this technique, which we outlined in this post. Because of that, we may need to resort to a plan B. Which we don't have! So I wanted to ask everyone: How do you create large sets or large models? Agep mentioned he did the Nidaros Cathedral by doing it "in an action (action objects), so when in the chor I simply drag and drop the action onto the basemodel", and "I sometimes merges two or more models when they are finished, so they are total ends at 30-60K". John Bigboote said of his SOCCER STADIUM: "it is assembled in an action... many parts are reused dozens of times- [ ... ]. I keep my splining real minimal, I keep expecting A:M to 'hit a wall' and be unable to accept any more, but it keeps allowing more and more models to be added via the action." However, on his MANHATTAN post, he said: "No duplicator wizard used, just good old copy and paste and heavy usage of action objects." Any other ideas, or clarifications on those existing ideas? Or problems you've run into? Thanks! Chris
  8. Hey, jakerupert, The rig was made in v18. I'm not sure how much the file format has changed since v15, but I think the rig is just straight bones and constraints and maybe a few expressions which I suspect haven't changed since then. It wouldn't hurt to load in the rig (or a sample rigged character) and see what you get.
  9. Not that they were excited to share. The most likely reasons I could think of are: Not enough registrations. Scheduling conflict with either the presenter or the venue.
  10. Blech! I got word today that the seminar has been cancelled. C'est la vie. Hopefully Air Canada will be kind with a credit to my account.
  11. Perhaps the dog thinks the same of us.
  12. I only pop into the 32 bit version when I need Quicktime. Otherwise, I work entirely in the 64-bit to get the faster render times. I usually render either individual frames or render to an AVI with uncompressed frames and then re-encode it in Handbrake, so I don't usually have a direct need for Quicktime from within A:M.
  13. Thanks, everyone. I'm sure a lot of these things depend on what you put into it. I'm expecting a lot of what I hear will already be familiar thanks to my experiences on the forum and in other places. But there are places I know I'm quite weak (esp. facial animation) that I hope will help. Plus who knows who I will meet. Yes, and yes! I'm wondering if I should take a laptop, or do the old fashioned notes in a bound notebook. No one part of the trip is going to be really expensive, but all together it will be. Seminar $500. Airfare $440. Hotel $330 + taxes. Meals and transportation. Redoing the math, it looks more like $1350. I'm at a hotel that is supposed to be a 40 minute walk away from the Improv Centre. I plan on walking to and from the seminar, except perhaps for the after-seminar hang-out mixer thing on Saturday night where I might take a cab.
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