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Posts posted by HomeSlice
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What version of A:M are you using?
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Happy Birthday Mark and Paul
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Is there a step-by-step tut for radiosity somewhere?
I've been reading through forums posts for an hour and I still haven't found one. Most posts on radiosity assume you know some things that I obviously don't.
I keep getting bright splotches in my renders even though I've tried upping the photon to 100K and the photon samples to 5000. I've also been playing with the sample size, but I can't get rid of the splotches
[EDIT] OK I found a great introduction here:
http://www.hash.com/forums/index.php?s=&am...st&p=327730
The only thing he didn't mention is to right-click on the chor and choose Calculate Radiosity.
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pretty funny.
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You have a nice backyard Gene!
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Those red X's usually mean AM can't find the dsts file. Maybe try re-linking the dsts file that the material uses?
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Great looking set David.
Since it is an AO render, I rendered the room without the ceiling, then rendered the ceiling and composited them together.Have you tried setting the ceiling model to Options > Cast Occlusion > Off ?
I was under the impression that if you do this, you don't have to render twice and composite.
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This is interesting, however, in the Shaggy case I showed above, he doesn't have porcelain on him. My main suspect remains CPs weighted to more than one bone.
I'm starting to see this now. If I switch to Muscle Mode and select each affected CP, the splines usually straighten out, but I like Elm's suggestion to just close A:M and reopen before a final render.
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Steve, if she is going to have clothes, or she will not be doing a strip-teez, then don't bother modeling her nude body. Model her clothing *instead*. You will save yourself much time and trouble that way.
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Thanks for the link. People do some crazy things ...
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i got A:M to work on my android phone lol, but it sucks doesn't work right its like a 4" screen.
How did you do that? Step by step instructions would be great
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Just add some CPs and connect them to make a spline, like you did when you were creating the model....
Once the new CPs are there, select the group in the PWS, hold [sHIFT] and select the new CPs. They will be added to your group.
To remove CPs from a group, select the group in the PWS, hold [ALT] and select the CPs to remove from the group.
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I don't have first hand experience with Quadro cards, so I can't give you a definitive answer. Hopefully someone with a Quadro will chime in....
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I think freezing after screensaver comes on is something different. I just leave my screensaver turned off permanently. I don't think image burn is much of an issue on modern monitors anyway.
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Hey make another few episodes of The Adventures of Elliot Wangley and email all your friends! Maybe it will work again, who knows?
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I need to pull out the Williams book again, I got it and looked it over but never studied it closely.
Don't just study it, have it open at your desk with A:M running and a rigged model ready to animate. As you read through a section, practice a few times in A:M before moving on to the next section. There is a bunch of information crammed into those drawings.
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Awesome. I'll start on it as soon as I can.
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If rotoscoping gets boring, you can study the footage and interpret it in your own way.
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Good luck Gerry. Making a demo reel is a sobering experience...
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Really gorgeous surface. Makes me want to run my hand over it.
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To get around the difficulties with recording dialog, someone could extract 10-15 second clips from old movies and hand them out to each participant...
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"It was YOU! YOU killed Thom!"
If you go that route, you gotta turn the camera around at the end to reveal Mick Jagger's smiling face.
"Tell me baby, what's my name
I tell you one time, You're to blame..."
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I like the style of the cartoon version. It looks cool.
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My Firefox just updated to 3.6.16 and it now crashes as soon as I go to this thread.
Firefox Beta 4 is working well.
Export plugins
in New Users
Posted
A:M's direct X export will only export bones and CP weights. It won't export an animation rig per se because the rig depends on A:M constraint system, which another program wouldn't know how to interpret anyway.
Also, last I checked, Blender's Direct x importer was abysmal.
So I think your best bet is to export the mesh only from A:M as OBJ, import the mesh into Blender and rig it there.