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Everything posted by robcat2075

  1. The last one widens the funnel over time while the origin remains in the same place.
  2. Another variation on the theme... ConeForceD000.mp4
  3. I looked on the ftp server for these... I don't see them. Did these videos ever find a place that we can access them?
  4. A search on a character name might get you relevant threads... https://forums.hash.com/search/?q="Nimee Aimee"&updated_after=any&sortby=relevancy&search_and_or=or
  5. A lot of old links to material, even things on this forum seem to have gotten lost when the forum software was upgraded a few years ago. 🙁 What you are looking for may still be here but i'm not sure where!
  6. Here are a few experiments with cone-shaped particle movement per our discussion at Live Answer Time on Saturday @Tom @KingVidiot These show the force with "Magnitude" set to -25, -5, and -1 ConeForce1000.mp4
  7. In the torture test example above i used A:M to render the original "HDR" OpenEXR displacement map. Processing that in Photoshop (to blur for example) is frustrating because most of the painting tools we are familiar with in Photoshop become unavailable once you go from 8 bits per channel to 16 bits per channel. On top of that I've never been sure if Photoshop resaves to OpenEXR with all the possible values since Open EXR itself can have more than 16 bits per channel. For the dinosaur maps i sketched the shapes of the scales and plates in the 3D Painter app that works with A:M models, then took the map I created, which looked like this... ...to Photoshop to do coloring and tweaking, then switched to 16 bit mode to process and slightly blur to try to hide the stair steps that happen with 8-bit displacement maps. The Photoshop file has many layers that work together and that I turn on and off to output different maps like color, displacement, specular... The end-product displacement map looked like this... I'll note that I'm still using Photoshop 6.0 from 2000. Modern Photoshop may have more HDR tools but people who have modern "cloud" Photoshop say it's not much better. One of the forum members said that GIMP has real painting tools in HDR modes but every time I look at GIMP... i go back to Photoshop. All of the above refers to bitmap "textures". "Materials" in A:M lingo are procedural/algorithmic things that create their effect by setting parameters in certain ways. In fact, I used a "Material" to make the gray-scale that is on the dome shapes in the first picture at the top of this thread. Materials are another huge topic in them self.
  8. I think it is mostly obsolete I never used the Community tab. I never liked "instant messaging" at all because I never knew when a conversation was over. 😀 It was something created before social media like Twitter or Facebook existed and when things like AIM did. Just about all our interactions today are here on the forum. We also have "Live Answer Time" every Saturday for real time Q&A stuff.
  9. It is posted. Minus about 20 minutes of mic trouble!
  10. You might try a cone-shaped force with a very wide angle to draw them back in?
  11. I've never messed with it, but in general, A:M can export everything in chor as a polygon model and can do that for all the frames in the chor. You take that series of OBJs to some other program and render in that. If someone who actually does this ( @Bobby ) wanted to write up a tutorial on the complete work flow I'm sure that would be a useful reference to have here.
  12. If you're careful it should be more than enough. The hard part is creating good maps in OpenEXR format. My contest entry "Amber Waves" uses displacement maps to texture the dinosaur. That was my first substantial attempt to use it. https://forums.hash.com/topic/49581-prehistoric-gallery/
  13. Rodney mentioned this. Charles Babbage works in a special effects shop that makes large animatronics for movies and live shows. He has been has been using A:M for many parts of the pipeline. Farther down the thread he gives a fuller description of the workflow on this particular project.
  14. @KingVidiot you can find the master.log file in the folder A:M is installed in.
  15. Property Info is A:M's internal documentation window. You can on most parameters in the PWS, choose "Display help for current property" and the Property Info window will open to show a description of the parameter and possible values. Some have verbose descriptions, some will have just example values listed. I leave the window closed normally, it will open automatically when I use the feature.
  16. The mesh of the cutter and the mesh of the object need to have their own bones. The bone for the cutter mesh needs to be a child of the bone for the object mesh, and "Boolean Cutter" should be set to "ON" SimpleBoolean.prj
  17. But you said you didn't want it as a prop, you said you wanted to import into a model, to convert it to splines. You can't do that in v15? (I'm doubtful that Mark was doing much polygon importing at all for his work.)
  18. One possibility is that you clicked on the temporary Action and had it selected when you made constraints. It shouldn't matter but maybe it does sometimes. Do you have View>WorkBook enabled? Do that and make sure you have no other windows open while you are editing your Pose. When you want to open your pose to work on it, on it in your model's User Properties and Choose Edit Relationship. When you have to make settings for a constraint in the PWS make sure you are doing them in the Relationship and not in the temporary Action. If you have to work in another window (like the modeler or Bones window), close and reopen the Relationship window before you start making new constraints. Make a few constraints, close the Relationship window and save your work. Save it as a PRJ with all models embedded (Project>Embed All). Always save the PRJ with a new incremented number in the filename. Do not save over a previous file name. You want to have a trail of work so that if something goes wrong you can at least go back to the last version of your work before that something went wrong. Close the PRJ, re-load it and see if the new work you did was properly saved. I know this is not your question but... where you have the first joint of the fingers will not look right. The first joint is really deeper inside the hand, about an inch in from where the finger webbing ends, not where finger webbing ends.
  19. You would give them longer life span so they last the duration of the shot.
  20. thanks! Not with "volumetric" effects Particles. I can't think of an animated movie where that has ever been explicitly shown rather than merely hinted at. It's the kind of thing you only see in heavy metal videos. One problem is that A:M particles can "die on contact" with a surface but otherwise are not affected. A force would have to be somehow on the surface of the surface and forcing the particles out of the way. Here are tests of cigarette smoke with particles which is like a very small mist. You have to full screen it and turn off the lights to see the smoke https://youtu.be/uHHIUwYG5N0 https://youtu.be/Egdd7k5Yr2g https://youtu.be/YgJl2mTNT48
  21. That is correct. Volumetric effects are almost like a Photoshop filter that is painted in after the image is rendered. You can add a turbulence to the effect to give it texture and animate that to move through it. Example: We "see" wind because of what it moves. Leaves, tree branches, dust...
  22. I named that PRJ "Weight comparison" but it's really a "stiffness" comparison.
  23. At the last Live Answer Time I had trouble getting a satisfactory bouncy ball with Bullet soft body dynamics Here is a more successful attempt with a quadish-topology ball with more patches and the patches of uniform size. From left to right the balls have "stiffness" of 0.01, 0.1 and 1 All4Ball005b weight comparison.prj StiffCompareB000.mp4
  24. All good suggestions! Especially robots!
  25. Try a previous version of Mac A:M just in case it was inadvertently omitted from v19. Is there a reason to not do this on the PC and then take the result to a Mac ?
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