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Hash, Inc. - Animation:Master

robcat2075

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Posts posted by robcat2075

  1. 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.

  2. 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"

     

  3. 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.

  4. 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.

  5. 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


     

  6. 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.

  7. Those are funny shows, Mark! I'm disappointed you don't do them in A:M anymore but they are entertaining none-the-less.

    If this were three decades ago I'd say, "You need an agent!". Someone who can make the contacts and make the deal with whoever can make it happen such that you're making money on this stuff.

    It worked for the "South Park" guys and Mike Judge and you have more to show for your creative potential than they did when they got deals.

    Today...? You have it on Youtube, are you able to monetize it yet?

    It would be cool if you could get a deal to produce a limited series of  "Paunk Show" parodies on a streaming service.

    Whatever... congratulations on your success!

     

  8. If you already have a dedicated compositing program like After Effects, or a paint program like Photoshop that includes compositing modes, that is the way to go with investigating this "post-processing" stuff, however... A:M does have some basic compositing powers and they work with OpenEXR!

    There is a Tech Talk on A:M Composite projects https://forums.hash.com/topic/13249-tech-talk-series/

    I don't recall what's in it. I'd have to ask 2008 Robcat about that.

     

  9. "Blocking" has a several shades of meaning.

    In animation when you are blocking, you are getting your character into all the main poses he will strike during a shot, maybe even before you have ascertained the exact times he will arrive at them.

    In theater and live-to-tape TV, blocking is about setting the locations on the stage the actors (and the camera) will need to be in at various points in a scene.

    I've never been very creative with blocking in that longer sense. I tend to set the camera up once and then make my characters do their stuff within that rectangle.

    This video takes a look at the elaborate blocking seen in the BBC studio drama, "I Claudius".

    The voice-over narration is pretty ghastly but... you get to see Patrick Stewart with a toupee!
     

     

  10. I should like to meet 2008 Robcat, he had so much excitement about this stuff.

     

    The more clever tactic to get a separate AO channel, if it were not supported by the renderer, would be to set all to objects to white, turn off all other lights, and do an AO-only render.

    However, it turns out EXR (most clever of all) can save an AO channel...

    image.png

     

     

    Here is the above PRJ, the EXR file and a render preset with the render settings I used.

    AOTest04.zip

  11. Welcome to the forum.

    Q#1... is it a crash (program exits) or a freeze (program becomes unresponsive)?

    I don't have a Mac so I don't have a way to test an old A:M version on it.

    Wild idea... since you have a license for v18 you should also be able to install and run previous versions, back to v15. Install v17 and see if you have any more success with v17 NetRender.

     

    You can get the installer from the Hash ftp site

    image.png

     

    To access the ftp you will need to get, install and use an ftp client.

    Filezilla is free.

    No username or password is needed for a download from the Hash ftp.

    After you have installed v17 on your mac, copy the master0.lic file from your v18 folder to the new v17 folder to transfer your license to that older version.

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