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Hash, Inc. - Animation:Master

robcat2075

Hash Fellow
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Everything posted by robcat2075

  1. It sounds like an interesting problem but i don't understand enough from the description. If you could make an example PRJ that has the problem I could look at that. However... if bubbles are what you want... particle sprites using a bubble image would probably do well for you.
  2. Here is the PRJ with the material for further experimenting... chess pieces5.prj Note that displacement materials require multipass rendering to work properly. I'm not sure why that is.
  3. Yes, a displacement material could work also. Last time I checked, displacement materials needed an unusual arrangement of surface normals and displacement percentage to shade right, but once you get that right they can work too.
  4. How about something like this?
  5. Ya know... I bet one could make a material that would give a low density A:M model that faceted/carved look. Hmmm...
  6. The thread where I found that mentioned. Contains some useful ideas... Getting Tank treads to work...
  7. Tank treads are a bit tricky. A solution with Path constraints is probably the easier to understand for new users, but still tricky. Here is an old, old tut that visits the problem Sherwood Tank tut (Some parts of the A:M interface may have changed since then but the concepts are still valid.) Give that a look and if you get stuck or have questions, be sure to ask!
  8. Don't be shy about getting your address in! Your DVD is already paid for and remember... A DVD isn't truly happy until someone watches it.
  9. I'm glad you got this going, Will! This is a strong opener.
  10. That reminds me of squeezing play-doh
  11. Watch your email for a message from Hash Support so that you may get your fabulous "Wobbling Dead" DVD sent to you, wherever in the world you may be! Sweaty loading dock guys are standing by at Mark Largent Studios International ready to ship them. Don't miss out!
  12. The look of that reminds me of the Flintstones Viewmaster reels I had except that yours is "on model".
  13. Fine splining, Mark! That is a fabulous 2D to 3D effort. OK, now tell us what Elroy has done that so alarms Jane and daughter Judy?
  14. Congratulations Mark, Steven and Gratien! Fine-looking winners!
  15. I'm glad the problem is solved! Save your old files, someday it may be interesting to figure out what the problem was.
  16. Something is wrong there. That's unusually large. Is the file you saved with Fucher's instructions smaller?
  17. If you want to send it to me I could look at it for you. I'm curious to see it. Do Project>Embed All and save the PRJ under a new file name and send it to me as an attachment in a personal message.
  18. That's a new one! By "front view" you mean number pad 2, right? If you start a blank new project with nothing in it is the front view still upside down? Just to try (that's what I say for random ideas that probably just cover old ground but cost nothing to try)... in the chor view... >View>Front to choose the front view without the number pad key. If that doesn't change anything I think it's time for good ol' Help>Reset Settings
  19. Wow! that's sensational!
  20. That's a huge chunk of animation! To do that with a rigorous observation of body mechanics would be a very time-consuming undertaking, so i can't really fault you for the many short cuts. I find it amusing to watch and I think you've communicated the essentials that you are trying to get across. -When someone is doing the "moonwalk" I think there needs to be some very stationary feature in the background or on the ground for them to move in relation to. If the kleig light didn't follow them backwards, but stayed fixed, that might help in the absence of more ground detail. - some of the camera angle changes are making it harder to follow what is going on. -jumping off the ground without extending the legs to push off from it is nearly impossible. Leaving the ground while the legs are still bent doesn't look right. It makes the characters appear to lack weight.
  21. Maybe you could bring just one.
  22. From the always-reliable wikipedia... That Steam? My guess is that A:M will stick to its current distribution method of the foreseeable future.
  23. This post has an old-form Youtube link in it... http://www.hash.com/forums/index.php?showtopic=46423&p=397343
  24. Hi, Ken! I thought perhaps if i said your name three times you might appear, and here you are! Just to clarify a few things you said... What you mean is... even though anyone who doesn't own A:M can download the HA:MR viewer plugin and view HA:MR content, the HA:MR plugin itself incorporates proprietary Hash, Inc. A:M code and needs that code to do what it does, right? IF... that code were available, would it be feasible to use it to bridge the difference between what A:M assets are and what a game engine typically uses as assets? With that code, would it be possible to make some adaptation of the game engine so that it could use A:M created assets without needing to convert them to some other format (as is done now) and then the game author would create his game in the normal fashion of that game engine? This is the part that confuses me. People are already using .X as an intermediate format to get A:M models and animation to a game engine (with some limitations), so I'm wondering why a game engine couldn't be modified to eliminate that .X step and be able to use A:M assets directly. What am I missing?
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