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Posts
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Last visited
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Madfox last won the day on March 27
Madfox had the most liked content!
Previous Fields
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Interests
Music Animation Arts GraphicDesign Quake
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A:M version
v19
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Hardware Platform
Windows
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System Description
Intel Core i9 10900X @ 3.70GHz - 128GB Triple-Channel - NVIDIA Quadro P2200 (NVIDIA)
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Short Term Goals
Animating game models for Quake. Working on a short animation of the model in my avatar. This is how far I´ve come:https://www.youtube.com/watch?v=K1lL3sCU4gE
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Mid Term Goals
Getting more knowhow with working with the AnimationMaster programm. It's so full of opportunities I'm still finding out.
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Long Term Goals
To make an fully covered animation movie of something in my interests.
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Self Assessment: Animation Skill
Familiar
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Self Assessment: Modeling Skill
Familiar
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Self Assessment: Rigging Skill
Familiar
Profile Information
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Name
Rien Brouwers
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Location
Netherlands
Recent Profile Visitors
105,359 profile views
Madfox's Achievements

Craftsman (5/10)
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Hey.., great bone structure, RobCat! For some reason I couldn't conserve the feet targets. This other bone hiearchy shows a lot better. I was forgotten to give the umbrella a good outlook. So I exctracted it to the new mesh and it works a lot better. Thanks for the hint!
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again I get this queer outcome of loosing foot targets after saving a model. I have a rabbit from the extradvd and I tried to make a bone attachment. I added an umbrella and made new poses for them. The umbrella seems to work, but I don't see my feet targets have any effect. AM19.5AVX rabbit17.mdl
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It was just a silly attempt of me trying to change the catterpillar into another shape. When I had the model with pose it suddenly came to me to copy the keyframe of the baseframe into the first animation. First time I tried the original pose was shattered, but after some smart keyframing I could reach that baseframe. Then it was a question of positioning of the vertices and negleckt the bone hierarchy. h01kbah.avi catterpillar.zip
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Here is another one. Inspired by the illustration of Lois Carrel's cover of Alice In Wonderland's Catterpillar. I'm beginning to get intrigued by a way to change the mesh of the model into another shape.
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made another squidward for quake. It felt like a spagethi monster. funny to see them come alive after modelling them! sienna.mp4 chtulu.mp4
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wait.., it looks as if they are still saved in the original file. forget the question.
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I made a model with lots of loosing ends coming out of it. My goal is to use it several times with use of dynamic constraints. So I added all loose ends with several dynamic constraints with different weights and saved the file. After using this file in an action with succesful weighted effect I saved it under a new action name. When trying to use the start action with the saved file all my dynamic constraints are gone. Is this a common fact, or isn't it possible to reuse a file that has the dynamic constraints already confirmed?
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Hey thanks Robcat and Rodney!!! Hillariously I just finished a hand constructed rotoscope of a fonts I imported with a bmp picture. I was searching in the choreograph view for the import font's but couldn't find it. So easy after all, but well. ., it was too long ago. I forgotten, must be my age.
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I might be a bit absent minded, but I forgot how to obtain fonts scripture into Animation Master. I know there is a restriction for only Ariel fonts, but for now I can't find a way to reach a way to access fonts when I'm in AM. For the good of all I would reconstruct scripture fonts myself, but I know there was a way. At least I did in the past. Thank you.
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Pizza Time started following Madfox
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I served myself a bit of a hazard job by trying to convert a *.stl file to a low poly object. It obtained about 3 milion verts and 2 miljon faces. The file I needed had a 2000verts 1000 faces limit. So I tried to convert it with MeshLab back to that low count, but as expected there was hardly a form left. So I used Furcher's retopologize methode (thanks for that!). Still a bit of a whirle as the object prop was so dense I could hardly trace the outline. To keep the relief right I know that exporting .OBJ files from AM: to .3DS leads to the half outcome of the model. This needs some clarification. When exporting models from AM: like this OBJ one:2680v /5563t. Importing it in MeshLab and exportin it to 3ds I get a file with 1007v / 2045 tris. And that's precise the limit I needed. Still a bit confused why this works that way. Then I could import it to Quake and give it the right texture. 🐘 calendrius.mp4
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I was surprised they made a remake in 2000. All characters were changed into video personalities. The movies were exciting and well tight on script. That's what I tried to explain in my insight about the tv serie and the new movie. For some reason the original is so inhibited in my imagination I was realy stunned by the video's. They go much faster and are more placed into this time SF experience. I was impressed by a BBC print thay made in that time I chose to make a look_a_like.
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Yeh, you're right. My mistake. I assumed that his name was James. As a kid I had two models, two and three. I was anxious to have the first one too but they were sold out. It had a little motor in it so it could ride on batteries. Yes, I'm still fond of them, although I don't have them anymore. Reason why I can't resist to this "guilty pleasure". What do you think of the modern version of the Thunderbirds video?
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I'm not realy sure. I once made a "sprite" for the game Quake. I searched on internet for a good looking skyligntning. Once I had it I spend houres on redrawing the UV's and alpha's and it had become a good looking result. Later when this AI question came to order I saw some results with exact that skyligtning. The impression was quiet a shock to me, as it cried : "No, that's mine skylightning!" Then the rare awareness that it was the photographer's source and not my property. From then I have a strange unballancing feeling when it comes to ownership, or licenses. 🤨