sprockets Perpendicular Normals gear brown shoe Purple Dinosaurs Yellow Duck tangerines Duplicator Wizard
sprockets
Recent Posts | Unread Content | Previous Banner Topics
Jump to content
Hash, Inc. - Animation:Master

robcat2075

Hash Fellow
  • Posts

    28,150
  • Joined

  • Last visited

  • Days Won

    385

Everything posted by robcat2075

  1. Regarding the importer, I think it originates from Arthur but Steffen has also done some upgrading on it, i believe.
  2. If it had a bitmap texture when it was imported I presume that will show up in your Images folder.
  3. What would yo do with these UVs? You mean a UV map?
  4. Happy birthdays aplenty!
  5. Kamikze, you can find that if you do Help>About A:M
  6. Welcome back!
  7. Is it because the bone is not at the center?
  8. FakeAO has trouble in v17 generally, just incase you are in v17.
  9. Overlapping motion mistake on the Indian Headress. It jerks backwards even though Peter Pan has barely begun to move forward. That's what they get for making a movie we want to study.
  10. Have you retested with 17a to make sure? Save and use a Preset from the render panel to make sure you render exactly the same.
  11. There should be a way to make that work.
  12. I had slightly better luck when I turned the normals of the trough to face in, but it still didn't stay on top of the trough all the way down.
  13. Do you mean "Not working right"? I just tried it in v16 and it doesn't work there. Could there be something wrong with the Project?
  14. No and no. All the Steffen Gross plugins (most of the current included ones) can be found explained at sgross.com
  15. I don't suppose it incorporates the bump map texture into its export? It would make life much easier... the polygon exporters now have an "Apply displacement map to geometry" option.
  16. Hey, I bet if you copied that map and turned it to grayscale, invert it so the light is dark, and added it as a displacement map you might get some cool crackly appearance.
  17. Faster, faster, faster! Stabler, stabler, stabler!
  18. The Minnesota equivalent of Krusty the Klown wishes you a Happy Birthday!
  19. I'm not sure if here's a formula. Big enough that one pixel on the decal will not be larger than one pixel on the screen. In my punch Puppet example I'm putting a cylindrical map around it rather than pre-flattening the model. I think that's easier. But I do that in a pose where i can squish some CPs around first to expose things like the inside of the lips and the back of the ears and make them all face "out" so that the Cylindrical projection is not landing on any overlapping geometry. It's not obvious in my screencap pics but it's visible. I have a brief video that talks about the cylindrical mapping part http://www.hash.com/forums/index.php?s=&am...st&p=356734
  20. Modeler of the Wookie in the "It's Getting Hairy" tutorial, i believe. Happy Birthday!
  21. If you ever do have such trouble with displacement, a work-around is to render at 3X the res and resize that down.
  22. Yay! You'll clean up with that one!
  23. The advantage of my workflow for you is that 3Dpaint is only needed briefly at the beginning. After that, 2D paint you probably have on any computer.
  24. Technically, the mo-cap BVH format would be a way to bring bone motion back into A:M Some people have used the MDD point cloud format to move animation between A:M and elsewhere but I have no idea how that works. The part I bolded sounds like a needless complication, unless you totally LOVE the other 3D paint program you are going to. What i like to do is wrap my model with a blank image map, then take the model to 3DPaint to sketch in the major landmarks. Then I take the bit map with those major placement clues to a 2D paint program to do the careful detail work. My model stays A:M, no conversion hassle. I did my Al Capone head that way.
  25. While trying to come up with good tutorial examples...A cork material. Two really... one to make the color and another to depress the black spots like the little divots in cork. Material06b_Flaskand_Cork.prj
×
×
  • Create New...