sprockets The Snowman is coming! Realistic head model by Dan Skelton Vintage character and mo-cap animation by Joe Williamsen Character animation exercise by Steve Shelton an Animated Puppet Parody by Mark R. Largent Sprite Explosion Effect with PRJ included from johnL3D New Radiosity render of 2004 animation with PRJ. Will Sutton's TAR knocks some heads!
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Hash, Inc. - Animation:Master

Malo

Craftsman/Mentor
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Everything posted by Malo

  1. Hi, I often read an opposition between the polygon's world and patches. Probably related to the policy of Martin Hash: "Say No to polygons". Out of habit, we confuse polygons and polygons&Catmull-Clark subdivision. This combination seems simple to use. I say "seems" because I recommend reading this post: http://blenderartists.org/forum/showthread...Poles-and-Loops What I remember from this post have similarities with the patches: Facesloop and loops are very similar to splines. The Npoles are inside the 3-sided patches. The Epoles are inside the 5-sided patches. The triangles are banished (the patches contain only 4gones). There is a preference for vertices that are connected to four edges, which is also reflected in the crossing of splines. To return to the starting problem. Old tutorials use the CP by Cp method (patch by patch) which has the désaventage to get errors such as those in this post. I prefer the method "box modeling" (starting from a closed volum) ... or even better a mix between the two. Or to use polygonal modeler and Doosabin subdivision ... Clearly there is no one way to treat a model in AM. What could have been informative and helpful to the forum, it would be to create posts with a very simple model of rotoscope (organic, props or Mechanical) in early post, where every persons, it deposits its tutorials to treat the rotoscope model.
  2. the download link on the site history does not work. I also think that this is not a problem, here is a link to download: CM_Cap htx plugin (Brian Levine) If it ever ask a problem, I will destroy the link. Anyway thank you to Brian Levine, for this plugin.
  3. Hello, It is possible to draw forms directly into AM and extrude them and cap them in AM through free plugin "CAP wizard" of CircusMedia. The address was in: http://circusmedia.net/cap2/instructions.html But the site has disappeared, and I do not know what happened to the creator of this plugin. Maybe is there another link? If this is not the case. What is the legality of transmitting this plugin? Is it possible to transmit it to the forum to allow it to download?
  4. You are right Rodney, the "boolean cutter" is very useful. For example in architecture, insert, move and scale a door or a window in a wall is very easy and fast with this tool. It allows to create kits.
  5. Hi, It is possible to use Boolean Cutter too. To close a surface hole directly in AM, there is an old plugin called "Cap" of "Media Circus". It does the same job as the plugin called "AI", but do not close the back of the model.
  6. Thank you to show us the new retopology tool.
  7. Good news , thanks Fuchur for the informations .Thanks very much to Stephen Gross to still alive AM.
  8. Hi everybody, To me your first model is good if you use the material "Porcelain". Plus you use less patches and CPs :
  9. Thank you Furchur and Robcat, for your reponses. Change the direction of the normals don't change nothing. I'm doubtful but can you show an example of a decal reacting to this? The trouble come only if you rescale or move the UV. I was thinking it was possible to mixed stamps Plane UV with stamp cylindrical UV, to paint the map in a 2D programm, but it was a mistake, the UV cylindrical Map become the master so the map is three. So it is better to create one map (cylindrical Map) for one decals.
  10. Is there a way to know the direction of a spline? And to change it? Because it seems there is an impact on the decal : What is the logic about the choice of the spline where that cut the cylindrical decal? The direction of a spline has an effect on the render?
  11. Malo

    Some ideas

    Yes this is. The idea is to take advantage that it is possible to move CPs in Bone's window too, with Crtl key. From the spline you draw, the first plug-in would create a shape (bones and geometry, pre-weighted) (the spine of your character), to be fit to the rotoscope. From patches/splines or CPs you selected, the second plug-in would create shapes (bones and geometry, pre-weighted). (the members that could be defined by the number of joints), to be fit to the rotoscope. And the third plug-in, would help to insert splines between two splines, for add details.
  12. Hi, I don't know if it can interest somebody, but just in case, I post anyway. It is just some ideas and reflections about imagination's tools to help to model and rigg more quickly in AM. The idea, is to regroups modeling, armature, weigts and fan bones in a few clicks. I write the ideas in a PDF with pictures. PDF
  13. Hi Robcat, Thank for your answer. It is a possible solution No problem for the documentation, I know how they work.
  14. Thank mtpeak2 for your answer! It is a solution for the first question.
  15. Hello, In bone mode, the Ctrl key help to move the bone with his CPs. But this short keys don't work with weight. So when a CP is 50% assigned to "bone1" 50% with "bone2", it do as there are 100% with "bone1" and 0% with "bone2" It is there a short keys that takes into account the weights in bone mode? In the same idea. When I move a CP, it is there a short keys that CP does not change the distribution of weights? When I add a CP on a segment of a spline, it is there a short keys that it takes the value of places where it is located between the other two CP?
  16. Hi, thanks for your answers. wedgeeguy, I can't do as you say, because I don't use a polygon modeler, but a free scult modeler (Sculptris). The result, is an OBJ model, that comport 550 000 triangles. And I think, It is better to rethinking the topology of a polygon model, so for me it is faster and better to remodeling it, in AM. jakerupert, "...that you could redraw splines ontop of a polybased 3D rotoscopes with the help of a "snap to surface" function similar to the "snap to grid" button...." yes, this is! "I don`t know anything of programming, but maybe it`s doable with a reasonable amount of work?" I don't know too... That idea come to me, when I used the props as 2D rotoscopes, and see the video of resurface plugin. It is just an idea "On the other hand, I think it would be more important/usefull to make the AM displacement "animationsafe", so that one could use the polygon sculpting tools with AM for animatable characters as well.... " All right this animation diplacement problem is more important and usefull.
  17. "Unfortunately, no. You have to judge it manually... but possibly useful" Yes It could be useful. Thank again Hi, Nancy Yes this plugin, I have not try it yet (because I am on v13). But I think that don't work in choregraphy between a prop and a model.
  18. Hi Robcat, Yes, What I mean, is to have the props as a 3D rotoscope. Where the CPs stick on the surface of the prop. That would be faster, than 2D rotoscope. "hmmm... that sounds plausible... but you can model splines in the chor already (hit the Thom button). Put a prop in the chor and model splines around it, that won't work?" Thank you, I learn that it was possible to modeling in choregraphy. A way to stick the CP along the surface of the props? Thank you for your answer.
  19. Hello! Importing 3D models from polygons application, 3D scanner, or sculpt application pose many problems in AM. The high-definition models are too dense to be exploited, others require to be re-examined in the topology In reality it was better and faster when it is rethinking the topology in AM as a whole (patches, hooks, UV, joints, etc ....). Hence the usefulness of rotoscope, it is possible to import 3D informations: - By drawings (which requires a good knowledge of perspectiv) - With photos (with some imperfections because of the position shooting) - Or to import 3D models (scanner or other soft 3D) as props to make rotoscope. If the latter produces the best rotoscope I know, I think it will be possible to improve its performance by exploiting the information of 3D props, allowing to make retopology directly on the prop with the modeling tools of AM. As, in a way, ReSurface plugin, but on props. Do you know, if it is in project to create a similar tool in futur?
  20. Hello David, Yes, It is true that the subdivision is not very useful in AM. I only used it to create clothes from body. But I agree, this is not useful.
  21. Hello, An observation on subdivision. It seems that subdivision by 1/2, is not very compatible with the topology of AM. There are better results by 1/3. For the follow examples, I use the SplitPatch plugin that use subdivision by 1/2.(thank you Yoda for all yours plugins!) The subdivision by 1/3 has been done by hand. Some hooks can cause problems. (because it is not possible to stick more than three hooks per segments) So prefer to use the third solution.
  22. Thank you Jason, Raf, Cristin Mckees and Anzovin Studio.
  23. Hello, My ignorance on the subject and my bad english, may explain a topic off-topic. From what I understood, It was not possible to use Visual C + + express with the SDK, because this version does not come with the MFC and don't support it. While surfing, I found a link that explains How to compile MFC code in Visual C++ Express :. I do not know if it's useful, and if it is sufficient to create plugins for AM ( I do not know Visual Basic C + + express, C++, and neither the SDK), but by ignorance and by any chance, I give the link. http://www.codeproject.com/KB/MFC/MFCinVis...dioExpress.aspx
  24. Since XML format, it is possible to read the MDL file by a text editor. Here is some information about the MDL format, that I could understand. Hope this can help someone. The CP: The splines : I have not found meaning the first number. Hooks: Patches : I have not found meaning the first and last number for patches. UV, Stamps:
  25. Hi earthquake, if it is the first case select the cp and press "o" key if it is the second case, select the CP, "Shift K", and attach it again (right klik, on Windows).
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