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Madfox

*A:M User*
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Everything posted by Madfox

  1. I was a bit confused about the updating proces. So AM2005 doesn't up date to AM2006, but AMv11.0 updates to AMv12.0 I assumed it would be regular, like AM2016 updates to AM2017. It works alright now. As for what I can see now the same would be possible with AMv.0.8 Don't see it working on AMv0.85, but I think that's outdated. Thanks for the info!
  2. I found the ftp site, but it's not really clear to me. In the AM2005 folder I see all files but no update. In the AM2006 folder I see an update but that goes for AMv.13 Only question is how can I launch the v.12 with an updated version and a v.11in the cdrom.
  3. Although I have Amv16 updated to v17 I have another error. It's not this version, but the earlier versions. You can ask why I want them both, but lots of files are twitched in versions. After installing Am v.11 I can update to v.12. When I do so, the the program bumps telling the disk isn't in the cdrom. Of course It is version v11 in the cdrom, but what is stopping the update? I thought it would be updated with the old disk in the cdrom. Also the update wants files from the ftp site, but that fails. It seems the site isn't there anymore, so how can I obtain these files? regards
  4. It seems it works alright, at least for what I can obtain with a cartoon frame and a rotoscope. Maybe the upper legs are a bit too round, as the back tie became a bit too small. I already had Fred, Barney, Wilma and Betty. Great as a handy pet object. dino13.avi
  5. No, I was a bit confused in the working area. Some additions are made in the model window, others in the relation window. So after checking things in the action window, I got lost in doing things in the wrong window. I assumed that when I turned the user poperties on in the relation window, they would automaticly be turned on in the action window. This is not the case, but thanks for clearing it up.
  6. Yes, Happy NewYear! Thanks Robocat. I didn't see the site window appear for attached to parent, and set user properties on. So I kept repeating the good advice for wrong outcome. One thing I still don't get is when I use the properties on in the model pose they won't apear in the action window. I still have to turn them on. Well, that won't weight for the good outcome I now have. I was using the bone rigging for Tom to get a start. Also tried the Skeleton2001 in trying to see what kind of attachments are used. But it fails when I don't have he basic principes of rigging. Thanks for taking time to answer my question.
  7. Well, further on in the rigging manual there is this moment the feet get sepperated from the calf bone, and then the calf bone is attached to the foot bone with an "IK constraint". Then the feet would animate with the calf bone. I don't see this happen, as the feet stay on place. I tried to make an "orient as" constraint, but they still keep in place. Only when I attached them again in the action window they respond. But that's not the way to do it, I think. doni07.mdl
  8. Yes, the mirror selected points gave a better attachment. Now the bones are both on the same way positioned. It works fine now! Thanks for advice.
  9. Sure, here it is. mannetje07.mdl
  10. Hey, I tried the tutorial of Robocat Rigging Bones. So I tried it on a model of mine, and I can follow it clear untill 38m00s. Then the wizzard mirror bones is used, and as far as I can see I get another result. When I try to mirrorbones there do start another -x bone collection. But there is no attachment. Also I see a new Root bone, while this was excluded. Further there apear only a left bone with a foot. Maybe I have overseen something in the parms?
  11. Due to a computer crash I'm forced to install Am on another computer. When I want to start the programm it asks for an activation code. Then it says the code is already used. It is a lifelong version with an internet activation. Now I have it installed, but what file should I send to activate the code? regards, Rien.
  12. Madfox

    updating

    Yes! Didnt know it was that easy. Thanks.
  13. Madfox

    updating

    Well. I've got AM v16.0 and a disk with a v17.0 activation code. Not sure what the extra advanteges are between the two. I'm quiet a lot at work with it, with its happy and crash moments. I'm on Windows XP Professional 32-bit SP3 - Intel Pentium 4 650. Is there any chance, or how do I activate this v17.0 while v16.0 is installed?
  14. Well, the Microsoft bulletin looks too complicated for me. I'd expected a simpel way, but for now it's better first to format the win7 to my own ID. Thanks.
  15. Yes, but then I'm installing v16 on Win7. My question was installing v11 on Win7. Of course I could install v16 on win7, send the lick file to Jonas and receive the authority. But the computer with win7 is off line because it doesn't have my identity. I'm one who keeps using older versions to see what's in there on possibilities. Programmers make better applications, manufacturers make better computers. Old programs never die,they just stay away from update to update.
  16. Well, the case is: I have one computer on internet with AMv16.0 I have win98 no internet with AM11. I got acces to another computer with windows7 and no internet. I thought it to have a try with a no net registering program. As it sadly broke the safty rules.
  17. I'm using a computer that's not connected to the net. I read the article, but I can't get the "sc start secdrv" working. Further search won't help me. To use a later version isn't an option, as it uses the lic file.
  18. I tried to install Am2005 on a Windows7 platform. Luckely it's one of the netfree registering code. All goes well, but the programm won't start. Do I need some Visual basic programm to go?
  19. Madfox

    imported models

    Thanks for your answers. I searched in the manual for "retopoly-tool" but couldn't find an explanation for it. I'm using Animation Master 16c but the only export it uses triangles. I didn't found another solution to this, as with earlier models I also was stopped with this "only triangles export". If I import an obj as a prop in choreografie the program stops and gets frozen. What I did discover is, that when I delete the diagonal the squad is recovered. Then the boring shadows fade and become a covered surface again. It will take a long time to delete them all of course, but it seems possible.
  20. I wondered how it comes when I import models with the *.obj extention I often get a scrambled surface on the skin. For some reason the trivertices don't seem to fit in well and make bad shadows. Does this have a reason, for example the normals are not fit in well, or is it just because of the nature of the object files? Is there a way to get this effect blended so the surface rounds up well again?
  21. Fucher_: that's close what I'm searching, but I forgot to make a keyframe. Robcat2075 : Yes! That's exact what I was looking for. Sorry for being such a dumbass, but by seeing what you're doing you made it quiet clear to me. Thanks for your time and support!
  22. I could make the texture bigger than one belt segment, but don't forget it is Quake, a 20 year old game with a framerate of 0.1 sec. The jittering is because of that rather slow movement, in game it is much smoother. It's only because it is a kinky way of recording in game sequenses, otherwise I had showed them. What the other question matters: Let's say I'm in the object window, I create a line of two controlpoints. Then I go to the action window and start moving this line with the Translate Mode one unit. When I am on the second frame I want the line to freeze. When I go on to the sixth frame I start moving again for one unit. What happens is that the third, fourth and fifth frame gather small intersection which I don't need. If it was a pose movement with a bone I could use the Ease in the Timeline window. But as I am animating straight from the line I don't know if I can use this manner. If it were just three frames I could get away with it, but when it are 40 frames, as in the convoybelt it, takes a hell of a time to get them all frozen.
  23. For the reply of the question, what do I do when the subject is not a pose in the concerned way of a bone related object. I mean, when I just make a spline of two controlpoints and I move them on the grid. In that case does the Ease channel work? For the screenshots, well.., you have no idea how much I've made of them. I almost have a complete library Here are some of the monsters, as well as the conveybelt.
  24. Yes, thanks robcat2075.., that's what I was looking for. No wonder I couldn't find it when Ease is turned off. I earlier had trouble with exporting frames. Making simple objects always turn back to triangles while ex or importing. I'm using much of my models for Quake and that's an old game. In fact the reason I found AnimationMaster is, because it uses the same extention *.mdl. The trouble with these old engine is, that it uses another way of converting meshes. In this case models from Quake imported to animationMaster with *.3ds or *.dxf seem to double all the controlpoints. And as the game is rather sticky when it comes to vertices and triangles most results go lost. I haven't found an answer for it yet. I wish I had, so I could add more easily poses to the excisting ones in the game.
  25. -robcat275 : Iwrote clipnodes, I ment controlpoints. I made the model out of triangles, as it are the same forms they are formed when exporting the model to 3ds. You can say it is bad, but when I use squares, they become triangles in a way I can't predict. I made a convoybelt that makes a round movement in one action. As there is a compliant object that makes movements I thought it easy to stop the conveybelt for an additional movement. This seems not to be the case as the conveybelt starts moving from the first to the last pause moment. So my question was: can I make it freeze on the pause moment, or be so queer to return 60 frames to their startpoint. I think I better make a turning conveybelt, export the frames to 3ds, and just import the 29th frame 60 times.
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