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Hash, Inc. - Animation:Master

robcat2075

Hash Fellow
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Everything posted by robcat2075

  1. 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?
  2. You will be shocked to know that I kinda stopped paying attention to the others once i got to A:M which was quite a while ago. I did get Maya when i was doing AnimationMentor and I worked through the new-user book and after every project I thought, "damn, that would have been way easier in A:M"
  3. Rodney beat me to it! A:M doesn't have instancing in the model window but it does in the Chor and you can do modeling in the chor I'll note that if your half-model has a center-spline on the mirror axis, you may want to go back to the model and do a copy/flip/attach there as your final step rather than export two halves from the Chor. That should save you from having to delete the duplicated center spline and reattaching a bunch of loose spline ends onto the original center spline.
  4. Found it: http://www.hash.com/forums/index.php?showtopic=42075&p=371088
  5. Tell me more about what that is.
  6. Take a look in my list of tuts (link in my signature), there is one on copy/flip/attach basics. Yes, I'm too lazy to find the specific link. And that looks like a cool creature you're making!
  7. Oh! I wonder if there's a way to get them to blow off?
  8. Welcome back!
  9. I like lag. yeah, there's a few spots where they seem to jolt. I wonder why that is.
  10. I like that set you built! Is that for a show? Can you tel us more about it?
  11. I like your image, Matt!
  12. that's the most energetic wheat I've seen today.
  13. I'll note that when I say "A:M doesn't have a way to create an outline for extrusion from a bitmap,' I mean... automatically. One can manually trace an image to create a proper outline for extrusion, but it sounds like you wish to get that done many times. If you could show us the image sequence, that would be enormously illuminating.
  14. Welcome to the A:M forum! That is an interesting notion! A:M doesn't have a way to create an outline for extrusion from a bitmap. A:M can use bitmaps as "cookie-cutter" decals that make the background portion of an image transparent but this woudl still not help create the extruded sides of a shape that I think you want. A:M also has displacement mapping, where a greyscale image moves teh surface in or out, but this does not work well on images that have sudden transitions from light to dark within a few pixels. A:M can import .ai files to use as outlines for extrusion and other modeling tasks, but that won't help you out with your .png files. Can you show an example of what your image sequence looks like?
  15. Hey, that's cool! I've hardly ever touched the space bar in A:M.
  16. If all else fails, try a Help>Reset Settings
  17. I think that's better! A useful exercise is to see how far you can go with that. How much more could you plausibly slouch him against that wall? "Exaggeration." It's one of those famous 12 principles! Another detail might be to tilt the shoulders. The shoulder to the wall is supported or even pushed up by the arm but the other one is unsupported and can sag down.
  18. I think the thing to remember in a big body move like a spin is that you need a pretty obvious anticipation movement. It's like winding up a spring before you let it loose. You're sort of getting into that concept with the arms but I think you need the whole torso getting into the act. I did a big spin with the rabbit in the last episode of my "It can't be done" series. You could take a look at that and step through it as an example.
  19. Gah! Another missing image?
  20. Unfortunately, there's no proper way to save customizations but they are stored in the .MAC file. One could archive a copy of that before testing the result of Reset Settings.
  21. You could have it be a separate award. The Comicon Audience Favorite Award.
  22. First, save your work. It's not completely black, I can see a star in the middle. Is this in the model window? Is there an actual light as part of the model? That could do that. Try deleting materials one by one. Perhaps one has some weird setting you made by accident. You could also try Help>Reset settings.
  23. In addition, you can toggle it with ctrl-d and there is also button you can add to your toolbars in Tools>Customize>Commands
  24. So don't vote until after 9PM
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