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Hash, Inc. - Animation:Master

Malo

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Posts posted by Malo

  1. That's work too with Daz's models.

    But it should not be forgotten that these are not models whose topology has been reflected for the patches ... hence a patch densities too high, and renderings with defects.

  2. Hello,

    Here is the converted model for AM

     

    Importing polygonal models into AM, is interesting if they are not subdivided (low-poly), because in AM it will be subdivided again.

    Currently the better to import a polygons model is to go through Blender using the Nemyax plugin. (https://www.hash.com/forums/index.php?showtopic=47778&hl=nemyax&do=findComment&comment=409574)

    To go from Makehuman to AM, I advise to go through export to Blender of Makehuman (because it keeps UVs, bones and weights, which can be converted for AM).

     

    Hope that can help you. :)

  3. Waow! Nice plugin!
    Thank you Nemyax!

    No need to have a detailed model, it is possible to have a close enough model of the original.
    For that use the modifier called "Smooth", apply a negative value.
    place it before your subdivision modifier.
    In edit mode, select "non manifold", invert the selection, and create a vertex group.
    In the "smooth" modifier, choose this vertex group.
    Play with the negativ value to found the good volum.
    Here a picture to show the result with "smooth modifier"

    blender.jpg

    Thank again Nemyax!

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  4. An another idea... Actually it is possible to snap a spline to another spline, but it is not possible to connect them without break the UV, or 5 points.
    A plugin that will do it, will be great. Imagine you have a librairies with members (with rigging and UV), with this plugin, it will be easy to drag members on your model and connect them. This would give the opportunity to AM to be a sort of "creature creator"

    connect.png

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  5. Hi Robert,
    http://treser.net/AnimationMaster/2016/export.wmv (27,3Mo)

    Here a simple video to explain how to build a model with parts (that are rigged) of body.
    You create your librairies (of bodies,fingers, hands, foot, heads, arms...etc. (rigged)), drop and place (scale,modify,rotate...etc.)them.

    Is it easier to understand? (I am sorry for my poor english)
    My problem, is to find a way to optimised the step between the come back from the action window to the modeling window, without to have to save, open new model and close old action and model.

  6. Hi Detbear,

     

    Thank for the answer.

    Pose can't help me for the use I want. The idea is to use bones constraints (translate, rotate, scale...) to place part of members (weigted and rigged on the axis) . The idea is modeling and rigging simultaneously. Able to model moving models (more natural, and more pleasure for me) and not models in T only, without complicating the rigging.

  7. Hello,
    Able to model using the window "action" is interesting.
    However, to my knowledge, we need to export the action in a new *.mdl, and open the new model in a new window, to take advantage of the changes.
    Is there a faster way, without having to export to a new *.mdl, but applied directly the action to the origin *.mdl?

     

  8. Hello,

    Dream of wizards ... great! :rolleyes:

    Here, some ideas of wizards, these are ideas come when using repetition of certain work step. (My English is not good, so I made drawings.)

    The first is a tool that would make a spline closed in a circle.

    circularise-displegadenn.jpg

    The second wizard would insert a fan bone.

    Fandisplegadenn.jpg

    The third is more complex. It would insert bones and splines to a selection for modeling in action mode.

    extrudebone.jpg

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  9. you're right, Rodney, "it is not possible to create a four-sided patch with a single spline" is better! :)

    the peculiarity of the spline selection by the keyboard "," that if the spline crosses an even number of times an intersection. then CPs will not be selected. If it is an odd number then they will be selected.(apart if the CP is the referent of the selection.) (this could be considered a bug?)

    234.jpg

    It is why you seem to have more than one spline selected (in reality, it is the same spline, but some CPs are lost.)
    A.jpg

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  10. Hello, It is because that all the sides of the patche are in the same spline. It is not possible to make a patche with a single spline.
    By copying, you dont' take all the spline , you select four segment of the splines, so you break the spline in 4 splines which is why it becomes visible.
    PS: it is the same problem as this report: http: //www.hash.com/reports/view.php id = 5593
  11. Hello,

    I don't know why this option is in AM.

    However I have seen:

    - Model exported is lighter! (This is an important option for storage)

    - There are not unused numbers for Cp's name. (The format is cleaner).

    - The organization of CPs in the splines is better.

    - Rendering patches is slightly different (very small hurt) (but I think it's just a coincidence)

    That's basically what I could see.

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