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Hash, Inc. - Animation:Master

rasikrodri

*A:M User*
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Posts posted by rasikrodri

  1. But have you guys seen the development in this areas

    There is an internet service called MIXAMO, were you upload a polygon human/humanoid and placing approximately a total of 5 points in the whole body in une in each specific area of the body you get a fully rigged and weighted mesh!

    And apparently it does it very well!

     

    Also for some time I tried to connect external renderers with AM, specially the unbiased ones which render very realistically without much tweaking! I just think that to be able to create a nice 3d movie by my self I can't spend much time in any area of the development, unless I plan on going to be creating it for many years! Specially if I have a day job!

     

    SO I was allays looking for ways for automating or speeding up tasks!

     

    Anyway I just speaking my self out!

  2. By the way, this is the post/program-in-progress I was referring to: A Program for automatic rigging, weighting, and many more things, In developement

     

     

    Wow! I remember that, it really looks good!

    That is the automatic rigging and assign of cps to bones using a floating nodes system!

    At the time I was working on it I got to create bones and asign the cps according to the floating nodes graph!

    But I did not have a day time job!

    I found a job and I let you guess the rest!

    I had no time!

  3. By the way: You are already using the new v18 SDK available at the hash-ftp-server, right? (just in case you are not).

     

     

    No I am not, I am using the v15 sdk. What are the advantages of v18 sdk?

     

    Are you able to compile for v18 with v15sdk? I am not really sure what the differences are but I thought till now, that you would need that to create 64bit plugins and plugins for v18 in general, etc. I may be wrong...

     

    See you

    *Fuchur*

     

    Yes I am, but ruing the 32 bit version of AM v18

  4. The problem I found was when;

    If the model has to many splines, when the plugin divides a spline in two. Meaning that it creates 2 new splines, It has to wait until AM automatically generates all the patches.

    And in the case of a dense model it takes a long time.

    I don't know if with the current version of AM or if in the code I can disable that and generate the patches my self.

  5. Hi just preparing to move to live in another state, and I am looking for a job.

     

     

    ***I am about interactive plugins***

     

    Any way, I was updating my programming resume I remembered about the plugin tests I did.

    So I fired up Visual studio 2012, and converted a plugin I was experimenting with, I called it AM Bevel.

    It was about an idea I had of manipulating and dividing splines interactively, because I really like interactive things instead of generating things and if it did not work pressing undo and generating again.

     

    The plugin still has some code to write, but basically you select a full spline in a model and run the plugin and with some sliders you adjust magnitudes, alpha and gamma of the spline and the crossing spline,

    also you can interactively divide the spline and slide some sliders to place it farther from the center spline, etc.

     

    Everything is interactive!

     

     

    Any way I was just Exited that I remembered I did that, and I really want to see what else could be done with a plugin like that.

     

    Another idea I had was to model mechanical parts in another way, by some how creating a basic model and applying the curves, magnitude, gamma, alpha and splines with the plugin.

     

    I am going to keep testing a bit more!

     

     

     

     

     

    The screen shot is runing in AM v18 32bit

     

    AM_Bevel_test.png

  6. There is a nice ASUS in BestBuy.com that only cost's $1,249.99

     

    With:

    Asus - Laptop / Intel® Core™ i7 Processor / 17.3" Display / 6GB Memory / 500GB Hard Drive - Black

     

    And it has an ATI Mobility Radeon HD 5870 with 1GB of ram. I don't know how they packed that Graphic card into the laptop but it's the second fastest ATI card, it has 1600 Stream Processing Units and if you go to NVIDIA their fastest card has 480 Cuda cores. I hope this helps.

  7. Maybe if you divided the render in four or more parts. Returning the camera to 0,0,0, and rotation to 0,0, 0, then adding for cameras each with the size of a fourth

    of the main camera. Place each camera covering a fourth of the main camera. Constraint the to translate too and orient lake the main camera. Render each of the fourth cameras and join the four images in photo shop.

  8. Other solution , use the VS2008 Express Version .

     

    As I understood before you need to have the Microsoft MFC to be able to use the AM SDK, and the express editions do not come with it and don't support it.

  9. The other major change for the windows version is , that A:M is build now with VS2008 , this is a breaking change for plugins, because it is not

    possible to load plugins created with VS2005 (different manifest versions).

    Plugins created with VC6 are working (they don't have manifests included).

     

    If You are a plugin developer and Your plugin doesn't run longer with this release version please contact me for possible solutions.

     

    I am at the moment creating a plugin with VC7(from visual studio 2003), will the new version of AM still load the plugin?

     

    Thanks for all the updates, it's amazing!

  10. Here are some more picts of my process. One shows the virtual view of the model and the other is a view of the wire frame once exported out as a DXF. I export all models at 16 polys per patch. I have included a snake head that I am making for a client as well. Also, I forgot to mention that I can scan in real world items as well and then save them out in to a DXF format for printing or model implentation.

     

    Warm Regards,

     

    William

     

    What technique are you using for scanning objects into the computer. Do you use a laser equipment?

  11. Thanks a lot that helped a lot. I already added some code to my program according to what you explained to me, and it works.

     

    There is another thing that I haven't been able to figure out so I have been creating workarounds for them in my code. The following:

     

    Many times I need to know the ENDcoordinates of a bone, but:

     

    AM apparently does not save the end coordinates of the bones ( at leas in version 15) although if I add the line "End= 3 4 5" it will read it as x=3 y=4 and z=5 and set the end of the bone there.

    So it can read the end of a bone. But apparently it does not save it as "End=# # #". Seemingly it uses the "Rotate=0.686995 -0.167447 -0.468535 0.529598" to calculate the end of the bone when it loads the model.

     

    When a bone is saved in AM this is what it gives:

     

    Name=right Eye //This is the name of the bone

    BoneColor=255 0 0 255 //Bone color

    Start=-3.23847 179.763 10.3295 //Bone start X, Y and Z

    Rotate=0.686995 -0.167447 -0.468535 0.529598 //Rotation: there are 4 numbers here and the first 3 do not match with X, Y and Z inside AM. Who knows the 4

    Length=1.6923

     

    As you can see in the Rotate section there are 4 numbers , Take a look at the screen shot I took of the Bone information inside AM, and you will see that they do not match with the numbers "Rotate=0.686995 -0.167447 -0.468535 0.529598 ".

     

    And this is how the rotate coordinates look inside AM

    Actually the next 2 screen shots are the same, is just that I cannot take the second one out

    Untitled_1.jpg

  12. I have been writing a simple program to help me with Animation Master.

    I am using C#, I am not using the SDK.

     

    I have created a TranslateTo constraint. For example (look at the part of the model file I have added under this paragraph) offset X is "1.76391".

    I can't figure out what the numbers before and on top of offset X are.

    Please if you know anything!

     

    This is what I see in the model file.

     

    MatchName=Bone1

    BoneTarget=..|right Eye

    MatchName=Translate.X

    1 0 0

    1 1:40:0 1.76391

    MatchName=Translate.Y

    1 0 0

    1 1:40:0 1.01729

    MatchName=Translate.Z

    1 0 0

    1 1:40:0 1.07004e-005

  13. I am trying to come up with a separate application that reads AM models and riggs it's limbs and faces, to eliminate as much as possible the tedious tasks of having to add fan bones,constraints, etc., specially when you have to make more than one model

    Thanks

     

    Sounds simple enough...

     

    I would (If I was me, which I am...) look into using the recommendations of 'A:MTrack' for facial motion-capture. I'm looking for the link now...

    Thanks I will check AMTrack recommendations

  14. If you need a rig that has it already built-in, the Squetch Rig has bicep, thigh and calf flexing...you can download Squetchy Sam for a rigged example to dissect.

     

    As Robert mentioned, Smartskin is also an option.

     

     

     

    ------------------------

    EDIT

    ------------------------

     

    Here is a simplified example of the bicep flexing setup in the Squetch Rig. There is a lot more going on in the rig itself, but this will be easier to tear apart.

     

    Hope that helps.

    Thanks for all of you guys help. I will inspect the model.

    I am building an application that hopefully will take care of setting up eyes, mouth, and all the extremities automatically. Just by giving a few parameters about those areas.

     

    So I need to know the best way to shrink those parts along the spline as much as possible. And I need to know a little bit more about the extremities bending techniques, like biceps and calves.

     

    The application is not using fan bones at the moment but another technique I found.

  15. Hi,

     

     

    Some time ago a found a simple example on how to make a bicep contract when the forearm bends. But with the use of AimAt and activating the scale in the AimAt constraint.

     

     

    Does anyone knows were to find it or how to do it?

     

     

     

    Thanks

     

    I remember that a long time ago. That was before smartskin which is probably a better way of doing it now.

     

    But basically they had an extra bone in the upperarm that was AimAt constrained to the wrist with an enforcement of less than 100%. A few strategic CPs in the upper arm were weighted to that bone to create the bicep bulge as it swung out.

     

    I don't recall that scale to reach was really needed, but maybe they had a reason

     

    simple overhead view of arm:

     

    bicepSim.mov

     

     

    simple example model

     

    bicepsim.mdl

     

    The reason I need scale to reach is that i need to be able to shrink the skin area along the spline.

    What if when the forearm bent instead of having fan bones or smartskin you can have the cps along the bicep shrink along the spline towards the shoulder.

    You can say that you could, in a way simulate skin sliding over muscles. (not completely but in some part).

  16. Hi,

     

    I have been looking around for a tutorial on how to setup a face for animation.

    Rigging it.

     

     

    The in AM EXTRAS cd the i a project of a face talking and saying:

    So that's it , this is how I would setup a face using Animation Master control point weighting system. I hope you enjoyed it, and See you latter.

    But the thing is that there is no tutorial in the cd at all, its just the project.

     

    Does anyone knows how to find this tutorial?

     

     

    I am trying to come up with a separate application that reads AM models and riggs it's limbs and faces, to eliminate as much as possible the tedious tasks of having to add fan bones,constraints, etc., specially when you have to make more than one model.

     

    I hope I knew how The Face Machine (form Anzovin Studios) for Maya does it.

     

    Thanks

  17. So here is the rough animation I was working on about Iron Man and me. Remember this is a rough that needed to be refined in order to be good.

    But I am showing it because I lost must the data and that's the only thing I can do with it, show it even if it's not completed.

    Iron Man's models was tweked latter on to make it more plesant to my liking because his helmlet looked like a gorilas head and other things too.

    Any way enjoy.

     

    G_Cyborg_H.mpg

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