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Hash, Inc. - Animation:Master

robcat2075

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Everything posted by robcat2075

  1. If it doesn't say 13.0t you don't have it. get it, install it, and then at least we know we're talking about the same thing. ftp://ftp.hash.com/pub/updates/
  2. Help>About Animation:Master will show you what version you are using. Including the version letter. and what happens when you did my test PRJ?
  3. How big is the original file? How may polygons is it? the last 40% is all up hill. Try starting it before you go to sleep and let it run over night.
  4. What happened at this point?
  5. Far out! I bet you could make a "Transporter" material, that makes someone sparkle and then disappear?
  6. Any hope of getting soundtracks for these? By any interested party?
  7. yay. If you have a multi core machine you could work in a second instance of A:M while the first one is chugging away.
  8. One way to get a whole model with bones groups poses and everything into another model is to save it then >Import it in the second model window. i think Copying and Pasting is mesh and groups only? Probably a random mishap, but if you can exactly repeat the crash that would be a good thing to document and AMreport.
  9. If you just want to see it quickly, the "prop" import is quite fast. And if Prop import doesn't work then it's unlikely the regular import would have worked either.
  10. If anyone is in the difficult position of finding a gift for a child and prefers one that that does not involve grand theftin' of autos or mowing down hookers with a machine gun I bet "Adventures with Boomer" would be a fine choice. Order now!
  11. French has so many words and phrases that can be mistaken for other words and phrases that I imagine most of their day is like an Abbot and Costello routine.
  12. If you on the Objects folder>Inport>Prop you can import a polygonal model as a "Prop" This will be a solid shape not editable in A:M but usable in chors. If you open a new blank model window then >plugins>Import>3D Studio you can load a polygonal model and A:M will try to convert the facet edges to splines. This may be slow. This is editable, however, the chances that the polygonal model was created with the same arrangement of CPs that a good A:M model needs is nearly zero. Polygonal models made of triangles are hopeless cases. In general, most polygonal models are poor candidates for import to A:M.
  13. That's hysterical! Those whiskers could be made of cloth if you want them to be dynamic but don't need to pose them.
  14. Here's a bare bones test I did in v13t that sims for me. v13ClothTest.prj in the chor window, >Plugins>SimCloth simulate The grid should fall on the lump.
  15. first Q, you are running v13t?
  16. I think we pondered that previously and decided they could not. That's my recollection. Anyone else have a work-around? I suppose it needs something like light lists where you could define what objects are affected. In a pinch i can imagine split render and compositing solutions that might suffice.
  17. And I'll butt in one more time... Now that I've seen that chart of the characters there may be parts you can use the AI wizard to make. basically, you use some vector program like Illustrator or Phtoshop, or Freehand (that's the catch) to make outlines of shapes like this The AI wizard has options to fill in and bevel the shapes. I used the above outlines to make parts of the mechanical arms on my spacepod model http://www.hash.com/forums/index.php?s=&am...ost&p=96755 Any shape that is basically flat but has a complicated shape, andthat you'd want to have beveled onthe edges is a candidate for AI wiz usage.
  18. Select group, >Plugins>Wizards>Duplicator to access it. these were the settings for the 5-across copy Here's the PRJ with the various steps as different models. DupeWizDemo01.prj
  19. If you have a lot of repeating geometry like that that you want to truly spline, the duplicator wizard will simplify the creation of it. 1)model one post sticking from a flat surface but leave off two sides of the basic "square" 2) select it and use the duplicator wizard to make copies of it in one direction and then attach the free hanging cps that are meeting each other. 3) delete those joined CPs 4) use the dupe wiz again to copy the whole thing in the other axis direction 5) attach and delete the remaining free hanging CPs 6) you still have to turn on all the five-point patches. ( I didn't say it was fast, just easy. ) Even if your object had these details in a non-regular grid arrangement, you could use this technique to get the mesh done, then slide parts around into their intended positions.
  20. hmmm... I'm going to guess there are two splines occupying the same space. Probably not good. I'd delete one before dong the join.
  21. And don't forget to enter some of these guys in the mascot contest!
  22. And don't forget to enter some of these guys in the mascot contest!
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