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Madfox

*A:M User*
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Everything posted by Madfox

  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
  16. Thanks for your attention! The sprites have a lifetime of 9 seconds, but they differ on the track of the timeline. So to give you a right answer it would take a long time to answer. I packed the file so you can take a look at it. I hope all elements are included.☺️ thunderbird3.zip
  17. Not sure if I understand the question, Robcat. I made a render of the smoke and explo sprites alone on solid black. Attempting to change this in an alpha channel so the scene will render some faster and the sharp line in the smoke/explo versus ground would be avoided. Not sure how to add the alpha channel of 16sec smoke background can be acomplished. By real shaded view I end up like start07.avi or asomething like this, what looks a bit poor for a rocket explosion, but I think I can live with that. Here is a real time render vieuw of the scene, the actual rendered file and the moment
  18. I rendered the scene in five houres. I'm a bit concerned about the straight line under the particle surface. Maybe better to lift the camera a bit. This scene has nine sprite emitters, six underneath the launchers for smoke and fire and four in front of them with a turbo smoke and explode. It looks as if the smoke overbrights the explo emitter. The first frames without sprite activity render fast, ie 4 seconds, the others go about 2m30. Yet it isn't still what I was looking, maybe the explo.mat is a bit too dim. 07start.avi
  19. It's not trouble. It's more trying to comprehend how it works by keeping it a challenge. The error that apeared had to do with trying to change the existent choreography. I tried to exchange the rocket with another one . Then my idea was to make a new choreography and that worked better. I'm on 20 minutes rendering for 16 sec on mini format. It becomes 4 hours for low. Mostly things only get worse when trying to improve an exciting scene.
  20. Hey Furchur.., kind of you to offer me the possibillity for rendering. I just looked at the file, but I have some trouble with working on version 16 - 17a. For some reason the sprite emitters won't work since I updated to version 17a. That is .., in version v16 they don't work anymore. A bit frustrating, as it is the more reliable one I have. I won't say 17a is not good, but it crashes more often than the original v16. So now I want to save a v16 project after some changes, but it falls away. Also the background has a 850Mb avi file, which isn't that easy to transfer. I zipped the whole
  21. The cloud particles take too long to render. If I count 1h30 for a frame and 30 frames a second it is a long way to 16 seconds. Using only the explode sprite seems less time consuming. I tried another one of Scotty in its turning cabin. Had a long laugh after seeing the pilot of the SpaceX craft! Reminded me of my idle attempts. 04start.avi cabin08.avi
  22. Glad you found your models. I don't have acces to a 3d printer, so the question was just informal. I saw it as a challenge. Got my own Rocky now.
  23. What are the common specks for objects to reach the range for 3d printing? I just made some a arangments for the head to fit on Rocky's purpose. No idea how to obtain the fitting of the spline closure. I could change pink panther in something like Buckwinkel. Just wondered how close these models have to be to give a reliable stl format.
  24. Shot in the dark after some houres of puzling. No idea what I am doing, as I am more famliar with Fred Flintstone. The model should be more rounder, I shaped its head as far I could and put it up to Thom. No intention for what ever, just the atraction.., like Pink Panther.
  25. I have baked the particles before I started rendering. I never tried netrendering. I deleted half of the sprite emitters and made it a target sequence. So I can start and stop rendering whenever I want. It doesn't seem to change much as the render time quickly grows. A new computer? Sure , would like that! Only my fiances are not that broadly.
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