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Hash, Inc. - Animation:Master

ruscular

*A:M User*
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Posts posted by ruscular

  1. This is bullet from lightwave3d for a breast bounce setting using a weight map as deforming parts effected.
    I played with several setting and reset dynamic simulation each time getting very little differences of the bounce. I hope the next version of AM: will include more settings that can adjust volume preservation and shape retention. those 2 dials really effect the outcome of the simulation. Also the shape lock settings keeps the simulation lock to the nearest edge of the effected parts. Mind you that these setting in lightwave are a tad touchy as for stability. I can understand why AM: didn't include them, as for the simulation in here is fast and hasn't crash. I didn't find a way to assign the bounce to parts of the model.  I did love the way AM: rigging system can add a spring to the skeleton and has enough settings to alter the spring and even add smart bone to the spring bone. It is my hope to rig a female character in AM: with spring bone and then export it to lightwave and use deforming parts bullet effect to the area that I want effected.
    screen cap.PNG

  2. One of the selling point for me was that you could choose between triangles or quad for your project! Makes it nice to export to quad to OBJ file. If I were to use Hash for the character animation and MD7 for clothes, I would need to think about exporting it to another 3D program to take advantage of the MD7 export option and I think Blender being free would be a workflow option. There is nothing like Hash affordable smart skin in rigging. As much software I aquire, I still like Hash rigging.

  3. I just discover that Pauline is one of the new character for poser, and I think they had a game engine in mind with that model, because I just notice that Pauline have about half the polygon that Victoria 4 have. I was able to import Pauline into Hash, and has very few patch issues. It also moves around inside of Hash and quite workable. This might be the workflow in getting a ready made model into Hash. They also have Paul the male figure that im guessing about the same level of polygon suitable for import.

  4. Looks like I need to spend some time again with Bullet Physics!

    i had some initial success with it that was very promising.

    Can you show me example of soft body bullet?

  5. Sorry to hear that AM track 2 isn't up to par for your needs. I have look at a lot of face capture program. I even got the Kinect V2 camera, and Lightwave with Nevronmotion. The developer left and didn't finish developing it for the newer improve kinect V2 so no face capture support for that camera, and no smoothing function for that camera as well. I thought maybe Brekel body and face pro 2 would be the way to go.
    I am sorry to hear about AMtrack 2 because I thought maybe I could create a face mesh in AM to be driven by Marker tracking face motion capture and turn it into a Cage mesh to drive the polygon face in Lightwave3D on the model. The cage mesh is basically a mesh that has a weight transfer of the original mesh and then use the cage to drive the model animation instead of bone. Hash animation master has a way to transfer weight from one model to another. Seems like with a creative coder could make something like that for AM: plugin. The other thing That I have seen in other program is have a USB gamepad as a input to control animation with the up or down button to control smile and sad expression. Or even a mouse wheel or tablets scroll function as a feature to drive expression.

    One other option, Moho studio now lets you throw a vector mesh over a photo of a face and then use the video of your marker facial motion caption and target each bone to them. You would render the face from your model and set it up for a 2D animation, but that would have limitation of head turns, you could still turn the head but slightly. Animate your character in Hash without a head and a green dot on the neck, and then bring it in AdobeAE or Moho and track the PNG render of the face to the green dot on your animation of your character. But again with limitation of head turn and body turn.

    Another option is animate the facial color map, and then use that animation to be a animated decal on the face of the character. I would also use the same motion capture to animate the bump map and displacement map. both Moho and AdobeAE have tracking capability.

  6. 3Dcoat has just upgrade to version 4.7 with improve retopology with weight painting for higher detail mesh for fingers and ears. The educational version is $79 and limited to 8 layers of texture. Even people with Zbrush find the UV map making is fast in 3Dcoat. The sale will go July22nd. Personally I cant afford Zbrush, but this would be my second choice. You can quickly sculpt a model and then retopologize a quad mesh low poly model then convert it to HASH and rig and animate them. That would be the workflow ideally!

    http://3dcoat.com/home/

  7. Lightwave is back and further more Lightwave been use primary for recent movies and TV show, even GRIMM uses lightwave for their wogeing effect of the wesen character.
    Lightwave 9 was their pitiful performance, but 11 turn things around and built upon that. LWbrush plugin is a real nice addition for making retopology and triangles elimination brush comes handy for Hash obj import. 3Dcoat is about $380, and on sale for $100 till January 1st. I find lightwave and Hash is pretty handy together.

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