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Everything posted by Madfox
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I have made some more last years. So let's get on with the fantastic posibillities of Animation Master!
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There is a "Submit Reply" button at the bottom of the toppic. As soon as you push it you will be able to "Add Files" or "Other Media".
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Found it! "Once upon a candle" Yes, really marvelous! đ
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I'm searching for a toppic on this forum that had a wonderful animation of a "dying" candle on a secretary with a letter and feather. Searched all over the place but could not find it. Anyone knows what I mean or where it is?
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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.
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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 three directions. I think it is an "error" in the 2001skeleton.mdl I had from the start. I remember seeing correckted 2001 rig models, but I had only the one I had downloaded. The file should be uploaded correckted. As I'm saying.., I had to double check to see how I did it. --- In relationship => Rig relations => Setup Relations => IK Arms relations : Euler limits => Enforcement => 100% : Turn to 0% . It seems as turning the maximum y to 179 in the number screen is not enough. I had to manually drag down the poseslider from the start in the percentage window down. left forearm => Euler limits => LockOffsets : Turn Mininum Y => -179 to 0. Turn Maximum Y => 0 to -179. --- Last things always slip away. Am2001skeletonrig_coreckted.zip
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It is the 2001skeleton.mdl itself, as I have downloaded.
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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.
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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 enforcement of 0%. I have no idea why these are different, changing them in the same parms won't help the blocking of the left arm.
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My Contest-WIP, which did not make it in time...
Madfox replied to Fuchur's topic in Work In Progress / Sweatbox
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. đ -
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 export compatible with the game I need them for. That is when I export 3ds files there ate some programs that use them say : "no vertices in 3ds file. I think it has something to do with splines versus vertexes. Another good one is Mesh lab. It gives control on the way AM uses splines versus squad/vertices 3ds files. https://sourceforge.net/projects/meshlab/
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Really surprised to find my thunderbird5 movie there, counted as "strange luck 2009"! đ I wonder who made it in three weeks for a film contest? It took me three months to develop and two days to render. âšī¸ Is it that easy to use someone's work and use it as documentry for own purpose?
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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 , but now version16 won't render sprites anymore. So it might possible the versions give a wrong outcome in case of projectfiles. Version 17.0g renders the sprites well, but also has a tention of crashing more often. I'm working on an old computer, that could also be the case. 09start.avi