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Hash, Inc. - Animation:Master

robcat2075

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Everything posted by robcat2075

  1. Hey that worked real well! I bet there's a film festival somewhere that would program that. You guys should look into some of the no or low-entry fee festivals that have a theme that this might fit and try it on them. That lighting is getting better Gene!
  2. You mean like if you had 1000 hairs each one would be showing a small part of the image? hmmm... ??
  3. Go to "My Controls" and then "Edit Avatar"
  4. JGriffin made some jewels way back in V10.5 he put up a sample project I haven't tried it in V15. I don't' know anything about it. You may have to do a lot of investigating yourself on this. but there it is. Edit: I just tried it in v10.5 and V15. It looks way better in V10.5. Not sure what has changed. V 10.5 :
  5. Almost none of those objects will be suitable candidates for importing into A:M because A:M models are made from carefully arranged splines and patches which are VERY different from the polygons those other models are made of. you can in a model window>plugin>import to try. Typically they take very long to import. But if you are new to A:M you won't be up to speed on the extensive editing those models will need to be made right for use in A:M. The best models for A:M are models made in A:M. If you only need to move an object in a chor and not rig it or edit it, you can also on the Objects folder>Import>Prop to import a poly model. These will import faster and look better than a model imported into an A:M model window.
  6. one more thing, you can do the maneuver I showed you in about 10 seconds with Steffen's CutPlane Plugin of the four options only "Add Splinering" should be checked.
  7. You're welcome! I'm glad we got you going!
  8. Well, now you have to show us. I want to see the weird looking one too.
  9. post us a link to them on youtube! It always gives you a URL you can copy and paste for every video.
  10. That's every gym teacher I had in jr. high.
  11. I just screen captured. but you can render shaded mode with Show CPs ON. yup the effort... the... effort... four... rooms... can't... go... on... it's not that hard. newsplinet0005H264_150.mov
  12. is the closest room what you are trying to do?
  13. You're doing something seriously spline-wrong if that shape is a problem. Can't see from here, though. tip: don't save over your old work. save a new file with a version number. Because the day is going to come when you're going to wish you hadn't done something you just did and you're going to want to have it back the way it was.
  14. Rob, show us an example.
  15. A four sided shape wont' render if you make it from one spline loop.
  16. Use the non-linear editor I linked to before.
  17. reading your initial post a bit more... are you saying that the 1st cloth simulation no longer works after you subdivide the cloth? Even for the CPs that were there before? I'm not surprised, I'm going to guess that the identity of all the CPs has been jumbled by adding new ones to the same mesh. Maybe you could show your unsuccessful result and that would tell more.
  18. I don't think you can combine two chors easily, but A:M has an editing capability that lets you put together clips you've already rendered. Non-Linear Editor
  19. Wondering about a feature isn't a problem, but I just dont' see this one panning out. I know that there is no documented provision to do what you are proposing. And thinking it thru, i dont' see any benefit to be gained either in simulation time or successful results. Since the idea is to simplify by ignoring collisons in the second sim, you might as well stay with the low res mesh that ignores collisions between the original CPs anyway. All you're going to get is a higher res mesh that gave the appearance of only the accuracy of the lo-res mesh. I do not see it ever getting great results. Post a pic of what you are working on. Someone who knows cloth may have ideas.
  20. that's still a lot of unresponsive points across the mesh. I'd say the likelyhood of them putting programming time in to this is about none. AM's simcloth is based on an open source Simcloth which likely had very thoughtful minds applied to the problem. What we see here is not someone's first stab at cloth sim but a very maturely developed process. I think if this were a useful optimization We'd probably see it already. I am not sure I know what you mean... are you referring to literally scaling up the size of the model and it's cloth in the choreography (wouldn't you have to scale up the whole world?) Yes, physically scale the cloth and the model it interacts with. In my case the cloth was part of the model file of the character that was wearing it. If the cloth has to interact with other models, this becomes more complicated to do, perhaps unfeasible. No guarantees. You may have other things besides inadequate collision distance going wrong. In which case increasing the collision distance still wont' appear to solve your problem.
  21. I don't think that would get you much even if a 2nd sim were possible. The 2nd sim would be like small squares of cloth being moved by rigid chicken wire. In real cloth every point can exert a cascading effect on all the other points. In your cloth, the points that were simmed first would be like a barrier to that since they are moving on a predetermined path and not influenceable. also... suppose you simmed a 10 x 10 grid. that's 100 CPS double that to 20 x 20 and you'd have 300 more points to sim, which isn't a great improvement over the 400 that 20 x 20 would have been originally. I've had improved success with cloth by scaling my model about 5x and increasing the collision distance 5x before running the sim. then scaling the whole thing back down when it was done. Also, other people have had success deleting unnecessary collision creators, like the interior of an armpit. It's temporarily retired. If there are a new flurry of developments with cloth it might warrant a dedicated forum again.
  22. an animated decal is like other decals but the image is an image sequence instead of one image. They have a sequence of numbers name001,tga name002.tga name003.tga... you name your images that way on Images in the PWS... Import>"Animation or Image Sequence" to import them as a sequence instead of as separate files you apply this to your model like any other decal.
  23. That doesn't work here. The wrong pivot still stays wrong.
  24. Actual interactivity like that would be beyond A:M's capability. (I suppose it might be POSSIBLE with some sort of wild combination of poses and expressions, but too much work to do ) But you could certainly paint some screen shots that go thru that sequence of events and apply those to a model of a computer screen as an animated decal.
  25. Yup, you're right. Write that up as a bug for AMReports. For "steps to duplicate" you could put a link to your post. The misbehavior seems to be a bit different depending on whether you SHift-select the groups or Ctrl-select them.
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