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Hash, Inc. - Animation:Master

robcat2075

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Posts posted by robcat2075

  1. In the PWS,RMB on the Sounds folder (1) to import a WAV (2)

    In the PWS,  drag the WAV into your Choreography (3), it will appear in the timeline pane.

    You can scrub in the timeline pane to preview the sound(4). It will sound choppy.

    On my computer, I can't hear the sound until i add a WAV of silence(5) to the Chor in the same manner.

    image.png

     

     

    You can try it with these two WAVs.

     WAVs.zip

     

     

     

  2. I had reason to renew my subscription today. The emails arrived... immediately!  :dontknow:

    The serial key is communicated in both the "Serial keys for..." email and the "Animation Master Web Store..." email.

    My email reader is set to text-only normally so i had to temporarily set it to display HTML to see the emails.

     

    image.png

  3. 11 minutes ago, kujaibacha said:

    Just remembered that I checked out as a guest

    In that case I wouldn't happen to have access to an 'account' right? 

    Which means I wouldn't be able to check all that Summary information as outlined in the screenshot?

    eeeee-yup.

    Haste makes waste!

    I guess you'll be waiting for Jason to check his messages... which he may not get to until le weekend.

    I presume you got a receipt for a completed purchase from your payment method. I presume that was PayPal.

  4. The confirmation email and the email with the key have always been instantaneous for me, but I am not like other mortals it seems.

     

    It is possible to retrieve keys manually. Log in to your store account and then go to Serial Keys, then scroll WAY DOWN to the bottom of the page to see if your recent purchase is there.

    image.png

     

     

    If it's not there, if your payment method didn't go through, or some other problem, then you may need to ask Jason about it , but wait a day first.

    • Thanks 1
  5. On 9/9/2023 at 2:59 AM, kujaibacha said:

    2. Will there be a FBX IO planned for AM for future releases?

    AFAIK, it is not planned. There is an SDK for A:M available, perhaps a knowledgeable programmer could be recruited and commissioned to create a plugin.

     

  6. I have Jim on Facebook, I'll ask if they are still available somewhere.

    I suspect the reason there haven't been as many A:M-specific tutorials on texturing is that the practices are so similar to practices among all 3D software. There is already a large body of texturing information out there that can be used with A:M with little translation.

  7. Since you are already familiar with bitmap texturing in other 3D programs you may need to ask a more specific question as I am uncertain of what you are uncertain about regarding that in A:M.

    The TAoAM tutorial EXERCISE 10: FW-190 FIGHTER includes introductory decaling.

    My tutorial page has coverage of narrow topics under " Decals and Materials and Particles and Cloth"

     

  8. 17 hours ago, kujaibacha said:

    Hello everyone

    What is the one best method of texturing models in AM?

    One best? No. That's a big "It depends" question.

     

    Quote

    I know there's Decals and Stamps, and I've seen the various videos on this topic .

    Although it seems the process might be a little too involved? Or has it changed in recent versions of AM?

    I presume 90+% of all the models you see in the professional CG world are textured with decals (or whatever their software terms the equivalent of that... "UV Mapping")

    Painting a decal lets you put a detail exactly where you want on a model.

    The other significant technique is Materials (AKA algorithmic textures AKA Perlin textures...). Materials are handy for general surfacing.

    The BlueSky movie "Robots" was done with all algorithmic materials, no decals. However, I don't think they are as commonly used as painted textures are today.

     

     

    I like using materials. Here are a few of my images that use Materials...

    Materials: sky, hills, stonework, demon skin
    Decals: box, demon eyes, eyebrows

    BoschCOLOR.jpg

     

     

    Materials: sky, cave and rock surface, dinosaur skin

    Decals: "STATE", hair

    T-RexTirade.jpg

     

     

    Materials: almost everything except "STATE", "DO NOT TOUCH", and the hair.

    DoNotTouch.jpg

     

     

    Materials: Sky, woods, metals

    Decals: gravel, hair

    HandcarFB.png

     

     

    Materials: all the surfaces including the wood and chipped paint effects are Materials.

    Decal: can label

    PaintFallPreviewAwardVid032.jpg

     

     

    Quote

    Is there a video tutorial that explains the process of taking a model to texturing and decaling and baking for export?

    That's a big topic. Whole books and classes are made about CG texturing. However, texturing is probably where A:M is most like other software in the techniques used.

  9. 32 minutes ago, kujaibacha said:

    By the way, is this rule for the subscription version only or does it apply to the 'one time' license too?

    Both the subscription license and the non-expiring license are for one computer only.

    Also note that the non-expiring license won't forever enable future versions. It stops with the version that is current when you buy it.

  10. Welcome back, kujaibacha!

     

    6 hours ago, kujaibacha said:

    I use both MacOSX 10.13.6 High Sierra and Windows 10 Pro

    • Will one license allow me to run AM on both my computers?

    One subscription (AKA license) will let you run A:M on one computer for one year. If you have a Mac and a PC and want to run A:M on each you will need a license for each.

     

    Quote

    I understand V19 was the last one supported on the Mac
    Will my one license allow for using V19 on my Mac and any latest version on the PC

    A license lets you run anything back to v15

    So, on a a PC you could run v15-v19.5 and on a Mac you could run v15-v19


     

  11. Hi Edward,

    The core problem is that the Head bone you are making the target of the constraints is a child of the bones that are being constrained to it.

    image.png

     

    Something is wrong that it was even possible to make such constraints. It's a circularity!

    If I make a copy of the Head bone, name it HeadControl, make it a child of Back, then remake the Orient Like constraints for Chest, Neck1 and Neck2 and... constrain Head 100% to HeadControl... I get motion like I would expect when I animate HeadControl.

    image.png

    Play the Chor in this PRJ...

    HedNek001d.prj
     

    I did this in v19.0, there was some oddness happening with constraints in v19.5 that I will need to report.

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