Jump to content
Hash, Inc. Forums

Madfox

*A:M User*
  • Content Count

    162
  • Joined

  • Last visited

  • Days Won

    7

Madfox last won the day on May 29

Madfox had the most liked content!

Community Reputation

15 Good

About Madfox

  • Rank
    Journeyman

Previous Fields

  • Interests
    Music Animation Arts GraphicDesign Quake
  • A:M version
    v17
  • Hardware Platform
    Windows
  • System Description
    Pentium 4 - NVIDIA GeForce GT 740- Systeemgeheugen 4096 MBytes MB-Creative SB X-Fi -
  • 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
  • Mid Term Goals
    Getting more knowhow with working with the AnimationMaster programm. It's so full of opportunities I'm still finding out.
  • Long Term Goals
    To make an fully covered animation movie of something in my interests.
  • Self Assessment: Animation Skill
    Familiar
  • Self Assessment: Modeling Skill
    Familiar
  • Self Assessment: Rigging Skill
    Familiar

Profile Information

  • Name
    Rien Brouwers
  • Location
    Netherlands

Recent Profile Visitors

1,644 profile views
  1. After several attempts to use bvh files on AM I seem to get the root of the error I experienced. I always used a model with a rig on them, but then got blocked by the fact that the account of bones in the bvh file does not correspond to the ones Animation Master uses. So to get rid of this error of attaching bones to the bvh, I just got the idea to use a boneless model, make the set up with an imported bvh file, and then attach the bones in the model window viewing in the action window if they confirm to the ones in the bvh file. As soon this is done in a global scale, it becomes matter t
  2. I use AM16.0c so v.19 is not my area. I upgraded to v.17 but it tends to crash more often. Yes, I wasn't sure first time. The enforcement can be typed by number, but the start position of the percentage stays on 100%. It has to be forced to zero. Maybe reason why this nestled error stayed that long hidden. I had to repeat the handling twice before I understood the failure.
  3. Well.., that took me more research than I'm used to, but as this silly, stuborn error didn't chase me after all my selfmade models I would have let it at rest. Just found the TMRigger wizard and that has a lot in commen. The thing I had to do was to open the relations directory as you said. In the forearm relations the Euler limits for the right forearm (the right one) is : minimum y -179. The left forearm Euler limits were : maximum y 179. After changing left forearm Euler limits maximum y 0, and use : minimum y 179 , the model responds as it should. Now both forearms change in all thre
  4. It is the 2001skeleton.mdl itself, as I have downloaded.
  5. Yes, I'm aiming at both forearm bones. Why does the left one on screen (right forearm) bend in three directions and the right one on screen (left forearm) only on z axe? I accidently wrote calf bone, but I meant forearm.
  6. I wanted to return to the subject of the 2001skeleton.mdl and the "error" I thought to experience. It looks as if the right calf bone does turn in the x y and z axe. The left calf does only turn on y axis. Aside of the fact if an arm should turn only on y axe (mine does three, beside backwards) it seems strange that the right bone does and the left won't . I searched somewhat deeper in the relations and came to the point the statements of both calf bones are different. The right has an euler box with a + sign, and the enforcement is 100%. The left has an euler box without a + sign and an
  7. I'm not sure, does the 3DCoat program also come in 32 bit version? I had a 32bit version download link, but it happened to be 64bit.
  8. Hey fuchur.., very fine result! I just wondered. 2016 I bought version AM2016.0b How did you made a version AM2019 in 2016? You are sure of the most actual update. 🙃
  9. While converting a lot of models from and to AnimationMaster for game purpose it came to me the import files have the need of a confirmed extention. So I think it is more rule to know how it is imported. I hope it is an obj. format. Without the mtl file it will ruin the UV map. There is some additional software that makes it possible to add these layers (*.mtl) to the obj. One of the most flexible and free programs is Noesis. It even import and export *.fbx files. https://richwhitehouse.com/index.php?content=inc_projects.php I use it often when my 3ds models won't expo
  10. Madfox

    AM Films

    Really surprised to find my thunderbird5 movie there, counted as "strange luck 2009"! 😊 I wonder who made it in three weeks for a film contest? It took me three months to develop and two days to render. ☹️ Is it that easy to use someone's work and use it as documentry for own purpose?
  11. Thanks for your reply! Handiest way of avoiding is not deleting a dynamic constraint and then continuing modelling. I thought quaternation, but it looks like a non integer. Solved.
  12. The bone still excist , but becomes invisible. When I turn back to another view it is still there. But for some reason it is unhandled. It is not that big thing, though. It looks as if the refresh moment isn't there. I just was concerned, as it breaks the commen modelling task.
  13. I made a new model and rigged it with some bones. When I start animating a pose all goes well. Then I add a dynamic constraint. Works fine. I delete the dynamic strained option. Suddenly my bone disappears and leaves no options in the Object Properties rotate : "#QNAN". I can't delete this option as it keeps returning. Is this pose scrambled or do I need another option?
  14. Ah , the last tb3start.zip should have the right info. Now I have the better attitude for the smoke sprites, I guess the case of long rendering is solved. After taking care for the right parms for the smoke_emitters most frames render within a minute, and that is well for a VGA format. Only thing I can't explain is why the front emitters of the rocket have that strange transparancy, while in the model editor it are three constant beams. Before I can explain the wrong file format I've come to another breakpoint. I'm working from an update of AMv16.0b to AMv17.0g . I use both versions
  15. I tried to consolidate the file, but the program fails in a loop to endless archiving. It is a bit large to splt up all avi files into jpg as it is more than 840Mb. I tried to compromise this with a codec to 80 Mb. So I deleted the background to archive it again, but I think I found a better way to compose the scene. The sprite emitters are too large to serve the given purpose. A smoke sprite covers a explo sprite, so it is useless to use them both. It only makes the render process more timeconsuming. I took the sprite emitter from the first thunderbird, and this one goes much fast
×
×
  • Create New...