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Hash, Inc. - Animation:Master

Madfox

*A:M User*
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Posts posted by Madfox

  1. Hurray..,

    I'm number 766 on the list.

    What a load of candidates with great efforts. If I had looked at the results before I began, I never would have started. 

    Djay. 

     

    • Like 1
  2. I have a little problem importing and preserve models I have made with A:M 16.0 .

    For some reason the A:M v19.5 imports the model, but all feet targets are lost.
    It might have something to do with the new soft body option.
     

    Might be a version conflict, not sure. In v16 they import well.

     

  3. Yes, I entered the official contest! 
    Before I entered the site and saw the examples. (happily)
    It took me more effort than I thought.
    Most time went up with the synchronity from seconds to Beats Per Minute.
    One thought during the project that stays me by was:

    it's not what I want to do with it, but how to keep up with it,

    Good promo for Animation:Master!
    ☺️
     

    • Like 1
  4. Sorry for the misunderstanding, Sir. It has something to do with my way of lango explanation.

    I placed the files in A:M as animation sequence. I just don't know how to render them to a proper avi file.
    Maybe I'm doing something stupid, like adding it to a screen.mdl and then get the wrong lightning in the choreography.

    "ImageToAvi" gave me four good results. The fifth one ends up like this.
    Reason I named the toppic not related, as it points to a program error.

    And..,  nope. The time for 2340 frames is 01:49:00.

    I use the program VideoPath NHC to add the avi files with the sound.

     

    fifty.jpg

  5. Quote

    A:M can output an image sequence to AVI.

    That was my second thought. But I am affraid I get another lightning outcome.
    It was a hussle. 
    First I did a Netrendering with 7 cores for 13 seconds animation. This took 4:24:00. 2340 frames.
    Then I rendered the animation in A:M, what resulted in a render of 22 houres. But the sound was scrambled.

    Something else is getting on.

    Relaying on this "ImageToAvi"program, that resulted in four parts of 13 seconds, the fifth part suddenly scrambles up to a 4/5 screen error.
    Tried everything to get it right, but my only succes was a 640x480 example. I can scale this up, but that's not the way.
    Knowing myself I left my attempts, but I had a hard carrot on it.

    Then I used AnimationWorks, a PaintShoPro program, and it worked! Only bad is it loads only ten frames at the time.
    So after thirty loads I had my fifth 13 seconds 1920x1080 avi file. 

    Pffft.

    I have no experience with Adobe. At least not with files of this size.
    In the beginning it was simple, but how further I get to the end the more quirks appear to distort it.

    This how far I have come.


    https://www.dropbox.com/scl/fi/n76j0nuf82wplyyh8i6ll/synchron00.mp4?rlkey=42ol2ivt0g14exrpjei1wp0gt&dl=0

     

     

  6. Not related to A:M. 

    Recently I am using "ImageToAvi 1.0.0.5" to convert 1920x1080 jpg's to avi. 
    This was going fine, although the program seems limited to 720x480.
    Now I am on the fifth file of jpg's and the program starts quartering out all avi's.
    So I tried other formats, but only 640x480 suceeds.

    A bit confused tried other programs, like VideoPath. This makes go all frames on 5sec.

    I thought of using A:M to import the jpgs again, but that's not the same.|

    Are there other methodes to convert jpg to avi?
     

     

  7. Hey, that's a well of a shore RobCat!

    I know the possibilities of the sim_cloth. And I intended to do so. 
    I just have dificulties exporting them to 3ds files.
    Maybe I do something wrong.

    For now I needed a file I could let roll in a simple diagonal way. Then I could use it as a Quake model to make adjecent parts of them.
    If I use a sim_cloth I get a random result that is harder to get track on.
    I used the two examples to fit in Quake and it seems as the first one gives the best results.
    I only made it harder on myself to get the second rolling, as it ended up in a big mesh.
     

  8. In the first examle I tried to create a wave movement that went from right to left. 
    Then I wanted to make that movement go from front to back (which was more work than I thought).

    I know the movement of a horizontal movement going in a diagonal setting would look the same.

    Quote

    I'm still not sure what you want.

    I am trying to make this movement going up and down, and then create a seawave that falls on the beach.
    I know it sounds a bit weird, and there will be easier ways to acomplish.
    For sofar I am trying to combine three movements into one.
     

  9. I got myself in a perfect mesh. It looks as if I can make the wavelength roll forward. To keep them going I had to flatten the parts that roll under. Halfway I realized the model had a twisted background. So I changed this. But then I clinched., because the waves weren't in line. After four days hussling I gave up as I became a bit crunched by the case. I knew it wasn't simpel. Just can't get grip on it. Or change 12 rows of nineteen bones again.
    🤔

    wavelength.zip

  10. @fae_alba: yes, but that are end alterations. Firs I try to exclude the wave movement. It has three directions, up/down, front/back, and left/right. So it becomes rather complex to create two of them.

    @yopachi: looks good. I think it are the same waves Robcat showed, only it has a front/back movement too.

  11. Thanks robcat!

    Something in that way,yes. That is the first movement I attempted.

    Then I wanted them to move sideways and realized it are two seperated movements. To combine them had given me lots of errors, because as soon as I had one movement right the other one got distorted.

    I found a work around for it. It's just more integrated than I thought.
    😊

     

  12. Well, it seems as I encountered a point of complexity I was afraid of to start with. 😽

     

    Always facinated by waves rolling on the beach, I wondered if there was a good way to translate it to animation. The commen way would be to exclude the directions on which these forces have grip on eachother. Knowing it is almost impossible to subtract these I gave up. There are several forces at work so to keep it as simple as possible. I tried some squares with rigs to get a relief, but soon I detected I could not use CP weights, as the number of changes needed to happen on each frame.

    Then I decided to give it a try in the hard way, and rigged a new "Aladin magic carpet".

    \I wasn't going for the easy way, ha! So here I am halfway. I split up two forces, one that gives the  horizontal up/down rolling, and one that has the front/back rolling. I made a grid with 32 front/back bones that handle 19 devided up/down movement. Sounds a bit complicated, but for me it is the only way to handle two different movements. ( I went mad after earlier attempts.🙃).

    The fog2.mdl is rigged with  32 z-axe comand bones. Each comand bone has 19 y-axe horizontal bones. I am at the half part of the up/down movement, I intended to roll fore and back. Now all kind of side effects are taking place. Not sure to be glad them, they are queit amuzeable. But not what I intend to avoid, to limit the complexity and roll one part after another.
    pff. what an explanation for such a simple thing. 😄
     

    ribbon_rig.jpg

     

    fog12.mdl bland1100.act

    round01.act

    shorex.gif

  13. Yes, that looks the best approach to it.
    This firts part is four times 13 seconds, but as soon as I reach the third one loading goes really slow.

    I had this attempt to try it out in one choreography as I have the feeling it is the most reliable way to keep sound and video synchrone.
    Now I started the fifth part on a new choreography and it loads quicker.

     

     

  14. I'm currently working on a file for the "PinkFloyd"contest, so yes, there is a soundfile.
    After tracking the wav file for a decent messure format, I'm a bit lost.
    It is quiet a long wav file, 3:24:58.

    So what I did was making parts of 13 seconds and animate as far as I could.
    Now I have a choreography file that takes a long time before it is loaded. 
    It can take up to 20minutes before it is clear to go.

    Now I tried to break up the first cho file in a second one, but it takes a lot of query before it are the same statements.

    Also there is a lot of "missing Null_Pointer" in order.

     

    https://www.dropbox.com/scl/fi/d8d2oetnxe2xcj7bfki40/straight01.mp4?rlkey=pvy8mdxeug28nr44ffwioro39&dl=0
     

  15. Just replaced my update status to permanent.
    It feels like a more stabel version.
    One thing comes up to me.

    Turning the variabels on parameters gives me weird effect.
    It doesn't line up, it just jumps away.


     

    parms.jpg

  16. Thanks for your answer, Rodney Robcat.

    while I was doing so it came to me as a rare question. I left this part behind a long time ago, and now I even had the toughest job to find it back.

    My solution was very simple in time ( .., uhh 1999). I used the SiteAid webmaker. This program can add a lot of gif files in a row, so the html file just spits out the txt like butter. As time is long gone I hadn't the slightest idea this programm (cirrus 486) still would work under win11. But it does !!!

    That's also the solution for this rare question (oh me 0h my). Just astonished, as loads of programs just won't agree the WindowsDefender or Moderator to be launched on a 64 bit OS. There will be programs that can handle these odities more efficiently, but something in me says I just keep hanging on to old habbits.
    🥰

    thankyou.gif

    • Like 1
  17. I have something I am exploring for a long time now and it goes back from the time I made my first animations with GoldDisk.

    It is about my experiments with letters to make them appear and "melt" away in a short pose of time. It is very simple. I made a letter and then animate it in 30 frames to zero, like cream that melts away. As I did so I gathered the whole alphabeth. Later on I could import them in CorelMove4 and make little *.avi files of them. While doing so the idea rised to make a folio of text, that would rise up and disappear from the page and return another text within that time window.  

    Point is.., now I have these little fractured files of all letters, I'm looking for a way to use them easy to compile a texture. I did once on a html file, but it got really troublesome to construckt them in one page, as so many different little avi files in one document becomes rather tricky. 

    I have been thinking of a program to gather them all, but as far as I searched I could not find anything that could bundle them together and make them appear in one grip.

    So what do I got. A lot of fractured gif files of the letters and a scribbling way for how to put them together. I can put them together in CorelMove4, but this program hasn't got the power to load more than ten or twelve actors. That is much too low for a page of text. I once tried a html file and filled it, up but then it became unstable.

    Covering up this whole story and bring it down to the main question is: how can I manage to fit 56 gif files of letters into a program that is able to catch this amount to be able to fit in a text file of say 256 words?

    It's a rare question, I know, but sofar I coudn't find anything. 

    I also started to animate them in Animation Master, but this is a total other way around.

    Agroot.gif

    aklein.gif

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