sprockets The Snowman is coming! Realistic head model by Dan Skelton Vintage character and mo-cap animation by Joe Williamsen Character animation exercise by Steve Shelton an Animated Puppet Parody by Mark R. Largent Sprite Explosion Effect with PRJ included from johnL3D New Radiosity render of 2004 animation with PRJ. Will Sutton's TAR knocks some heads!
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Hash, Inc. - Animation:Master

Madfox

*A:M User*
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Everything posted by Madfox

  1. Ah, would it be that bad? It installed well on Amv.11, which in my case I think worse, because v.11 won't start up on WIndows7. Just the folder with the usual subfiles. So I couldn't use it anyway. The Amv.16 handels the file well, so that's no problem. Just got a bit scatter with my attitude like what to do with a AM v.11 I can update to Amv.12 or a AMv.16 that updates to AMv.17. I would not even try it out because I can catch AMv.15. Is the compatibillity realy that tight? Almost makes me want to downgrade.
  2. Yes, that looks good Bobby! I haven't tried examples with excisting pose files yet, because I'm entangled in the rig setup. Just when I had the whole model rigged and all I came up to that silly point I couldn't use the three circle movements with the fore arms. I feel its sounds strange to say that forearms won't move in three directions. Or that only one moves right and the other won't. Where it comes to is that in the original skeleton2001 they move both and in my model not. I have tried earlier to make this clear, but something in my explenation did not make it clear. So I went through the whole stage of rigging the boneless ( and relationship less) model and came to a severe crosspoint. I did stated before so let me be short. When importing the bones group of the skeleton2001 to my model everything is fine, except the feet targets gets lost. After Robocat explained me how this is done with a four legged cat and four feet targets I invented how to make this work. The major problem starts when I import the skeleton2001 relation group. I ususally do this as the manual tells me to do, but when I examined my model (although without feet targets) acts precise the way it has to do. (two 3d moving forearms) So as soon as I add the relationship group to the model my left forearm starts blocking in x and z directions. Pff, that took a long shot to trace the problem. I suspect there is a twitch in the relationship group that makes it so. Further it is a usefull group for hand clatching and all. But in a way they are easily to add after wards. Then thanks for the TM2 model. It is much more delicate then I suspected, but with the same straight learn curve. First of all my Amv11 won't work under windows7. It will install but then lacks all excistance. The start icon in the programm fills have a directory but the start icon won't appear. So I copied the TM2files from v11 to my updated version v17 which crashed spontaneously. Only way to go on is version16 which does. Made my first model, attached all splines, asked the machine to count my rigs, and ended with a scrambled model. Nevermind. The streak emitter you made Robocat looks good! I finally learned how to use these sprite and streak emitters, as they caused much trouble before I saw that you can shut off the emitters so modelling the choreography is easy. My god, I waited years before I saw when they are off locked the choreography goes just fluwently. (me donkey!) Here a small example of a streak and sprite emitter. And it took almost four and a half houre to get me 20 sec VGA format. tb1launch.avi
  3. Where can I find TSM2? Is it a free plug in that I can use?
  4. The skeleton2001.mdl does have that atitude, before I adjusted the model.mdl. My suspicion is that I took a step too far. If I use an already encapsulated model ( ie. a model that is allready been imported into a skeleton model) will hold this properties. Here is the skeleton2001.mdl. You can turn and change the fore arms all directions after the bicep bone is moved. 2001_Skeleton.mdl
  5. I had embedded and zipped th file. Maybe a bit encapsulated. Here is a simpeler file. It is very straight forward. Why won't left forearm not turn as right forearm? Scotty.zip
  6. Here is the file if it is for better understanding. cage.zip
  7. Yeh, thanks for advice. It starts to make a look. I was quiet astonished about the scale model relayed to the airplane. Something else caught my attention as I was reading about more skeleton models, at least the one of Am11 skeleton2001.mdl I asked earlier what was wrong with the skeleton model, but now I find there something else happening. What is: I have my boneless model, I take the skeleton2001.mdl, I copy all bones and relationships to my own model, and discovered my feet to ground attachment were gone. So to go around this I take the skeleton2001.mdl and copy my own model.mdl into it. Then I have feet bound to the ground. ( I know eventually what this cause was reminding of hand targets and so on.) What now fails is a roll action of the left forearm. First I didn't realize what it was, then it became a faulty error. It seems the left forearm fails to turn in x and z direction. The right fore arm works just fine. So I couldn't find no difference between them what could cause this error. So I blamed the skeleton2001.mdl for it, untill lately I discovered the skeleton2001 works fine. It is something that happens by importing the new model into it, although it has no bones. Fortunately something in the relationships causes the left fore arm to turn into x nor z direction.
  8. I Had seen the patch-to-spline button earlier, but was not able to use it. Untill I read the tutorial from Fucher and then it became clear to me. I just thought it would work on the model itself but it had needed a special setup. Thanks for that. I decided to make use of it, as it is a good way to cloath a model. Using the Basic Man model I made a thunderbird astronaut. As I could not use the face I took one I made of my own face. It is a bit scattered, but after some transistions it started to look a bit like Scotty Tracey. Yes, a good move to simplify high vertice models into squads, or again, cloathes. I got that funny error in the trowsers, I think I need to make another patch.
  9. Hey thanks, Robocat That was what I was looking for.
  10. Surfing on the board I came to an example of someone who wanted to explore the new advantages of AM17. It was an example of, I think resampling a model. It had a model cached out locked and it showed how to add new splines on the model that were positioned with help of the magnetic mode. In this way it is possible to recreate the model in another spline fetched . I looked several times but I can't find it.
  11. I made an example for myself to illustrate the difficulty I had by making a streak_emitter turn horizontly around its own axe. When I think some longer about it, it looks exact as a lighthouse beam. Only when I tried to set up the parms for the streak_emitter I got a little confused as they also started turned up and down on unexpected moments. With a little hussling I got it working, but decided to make a little diagram for not loosing it. Maybe there are more clever ways to do it. I shall take a look at the lighthouse example. emmit10.avi
  12. Sorry for my unclear statement. The thing is I use a Streak_emitter to create smoke and fire. Like New Material > Particle System > Streaks. This is made with the force atribute turned from the horizontal axe , while a simple rocket turns 360 degrees. For some reason I never understood the force atribute, as it is no 360 degrees. So I had to switch x y z from x 100% - 0 -100% - 0. Then there is the effect of a trail of smoke turning slower than the object. For compensating I came somewher, but it is still a bit chunky. Here are the files, maybe that's easier to understand. For I can see is, that the delay of the smoke trail and the object could have a better performance. emmit08.avi arrow_amv17.0g.zip
  13. I restarted a subject I did earlier about fractal sum. I made this Thunderbird and wanted it to have a flare of light and smoke. This isn't that bad, make a small transparant disk and position it at the end of the engine. That is.., if the object is flying one direction all goes well. But the fractalsum asks a lot of calculation, which makes it hard to navigate between the frame position. So after all is planned and I want to change direction at say after 15 sec I have to wait several minutes before my computer has calculated this position. This is a bit weird because after another frame I have to wait again. So I compromised my choreography by shutting down all fractalsum with as less parms as possible. In this way I can position the Thunderbird, turn it and make changes. Later on recharge the fractal sum and render the choreography. But it isn't that simpel, as turning the thunderbird, won't change the direction of the fractalsum. I have tried to approach this "hubble" in different ways. A disk with a fractalsum attached can chage direction with a bone, but it won't change the position of the fractal sum. So every change of the direction of the fractalsum_disk have to be rechanneld in the fractalsum generator at the pointed frame. I've lost a lot of time just waiting before the computer calculation is done, before I could go on to the next keyframe. This made it almost hopeless to end the choreography, due to crashes and all. Then I thought to collect them in a group, or just start with one leading fractal sum to change later the others. At last I came to the idea to le the Thunderbird for what it is, and change the position of the camera and the background. It would give the suggestion of a flying bird, but the static view is a bit slowing.I have to find a work around to work with these fractalsum, because I have the feeling they have a strong expression. ThunderBird01.avi
  14. Yes! Hurray, I had the idea I couldn't download v18, because I have v16 only. After adding the plugins tiff.iio and psn.iio I have two new file import extentions. That's what I was looking for. After so much prehension with alpha it finally works. Adding transparants to images is also a way, bit this is so much easier! Thanks Robcar and Fuchur for helping me out! Specky gives a count for RAM 3.0Gb Dual Channel @ 400Mhz, Intel Pentium E5200 @ 2.50Ghz. Uh, this is another compter, Windows7. My otherone just overheated. 004ud0.tga
  15. I am using the 32 bit version, so it might be a reason for the importing thing. Glad you liked the morf1234.avi , in fact it are four parts bined together. Animating this kind of graphics asks a lot of my computer. For a 16 seconds rendering on avi VGA format cartoon I start on: first frame - 23h19 PM - avarage time 1h49 - startframe render 0:00:14 44% 272fr - 2h53 AM - time 3h40 - framerender 0:02:32 when using fractalsum generator I see the rest of my 540 frames turn into 270 x 2min30s into 10 houres. My computer crashed the first time, now I'm rendering to tga files.
  16. I managed to use the TestFace.tiff. It works well, just surprised it will load only specific *.tiff files. The only way to import them is with *.allfiles, and most of them just bump for "image plugin missing". Testface imports, but wolken2.tiff won't. Thanks for the pluginn, it is a step in the right direction. The mp4 was a quicktime file, I repacked it as avi is rather large, 74Mb. morp1234.avi wolken2.tif
  17. morp1234.mp4 I made a cartoon with small objects, added a raster to them and make them animate. The moment I start using squares with alpha it goes wrong. Transparent also washes the black lines away.
  18. Yes I bought v17, I received v16 and updated to v17. 😫 I placed the tif_64.zip into the ImageIOS directory. I tried to import a tiff TestFace,tif what happens once. Then all my attempts end on "invalid imagefile [TestFace.tif], unsupported file type, or image plugin is missing". I hope it is not the 32bit/64bit version that wanks. TestFace.tif
  19. I should have resend the v16 on 17august 2015. Well, let's try to explain what I try to obtain. I have this comic, and I want to turn it into 3d paraglyph stereo. So I split out the parts that need to come in front and behind, but this is a black/white drawing. I tried to use the transparant methode for decals, but then the black lines are transparant and the whites block. Using negatives helps, but then I end up with white lines. This will work for paraglyph stereo, but it's a bit confusing looking at white lines for a black comic. I wish I had v18, so I could make usefull effort of the tiff extentions.
  20. @RobCat275 - I bought v17, I received v16. !? @Fuchur - I can save them to png, photoshop won't add alpha.
  21. I am trying to import files that have alpha channels in them. Sadly these are comprimised in - *.pdf - *.psd - *.pxr - *.raw - *.tiff extentions. These extentions can not be imported in Animation Master. Is there a plugin that can do so?
  22. 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!
  23. 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.
  24. 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
  25. 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
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