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mouseman

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mouseman last won the day on January 7 2018

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About mouseman

  • Rank
    pixelstix

Profile Information

  • Name
    Chris Dailey
  • Location
    Alberta, CA

Previous Fields

  • A:M version
    v18
  • Hardware Platform
    Windows
  • System Description
    Win 8 64 bit Home 16GB RAM AMD A10-7850K Radeon R7 (4CPU+8GPU) 3.7GHz
  • Self Assessment: Animation Skill
    Advanced
  • Self Assessment: Modeling Skill
    Familiar
  • Self Assessment: Rigging Skill
    Familiar
  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. 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.
  10. When I go to the Just A Wooden Sword forum (#143), it appears with the header but no messages. Is it just me? http://www.hash.com/forums/index.php?showforum=143
  11. mouseman

    Circularise

    If you lathe a circle with 4 points, the magnitude of the bias handles is often about 167%, 122.25% for 6, 111% for 8, 105% for 16. That might get you close if there are the corresponding number of points and they are roughly equidistant (circular). But it sounds like you want better than a one-off with manual editing, so you are probably best off looking at the others' suggestions. Also, I believe your CPs are actually moving, not just changing the bias handles.
  12. Malo ... excellent analysis on the 3-point patches. I agree they could look better. One question ... how did you get the line outline of the polygon breakdown in post 25? Did you export to OBJ and re-import it as a prop?
  13. Some things are different in person.
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