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detbear last won the day on February 24 2018

detbear had the most liked content!

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About detbear

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    Chronic Visualist

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  • A:M version

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  1. There's no post effects folder
  2. And this is what I have.
  3. Does anyone know where to access the "Post Effects" for V.19? I thought that there was a folder with them, but when I looked I didn't see them anywhere.
  4. Are you looking to hire animators for a project? Some of us animate professionally if you're interested.
  5. OK.... Found out.....There is a temporary action file created when you make a new pose. You must select "show more than drivers" Then select "Stamps" Then select "Image" itself. Then select the images "Timing" folder. Then use the "Frame" number there to key the frame you want in the Pose slider's percentages.
  6. Hey Everyone.... Either I never did this, or I have forgotten the process. How do you place an image sequence onto a model and key it to a pose slider?? Thanks Bunches!!! Detbear
  7. Once you add those higher density meshes, you have to do more tweaking and work on the images? Right? Seems like that's where the process becomes cumbersome. But it is certainly doable.
  8. What method are you using to control the placement?
  9. detbear

    Shark Week?

    That's such an awesome use of cloth Robert. Looks Great!!!
  10. Anyone who can make some of the best looking water simulations out of cloth, knows their stuff on the subject. (AKA Robcat) I would follow Robert's advice for that. Robert......you should re-post the shark fin thingy again in light of it being "Shark Week."
  11. Since I have little Mocap experience in A:M, I don't know if it ever worked(Obviously). But I appreciate you guys checking into it. Back in 2009, I worked on 3 projects as a mocap animator and mocap cleanup artist....But they were using the BIPED rig in max. You could drop a bunch of BVH files onto the character and it worked much like "drag and drop" actions in A:M. So I was hoping to get the Lego Character in A:M set up somehow to accept at least a number of BVH files. MOCAP files are created differently, so many of them are on different scales. However, many of them are created with similar scale ranges. You have to import them into MAX to find those that work the best with the setup. That is my hope with the Lego Character. If it works with not all, but a "Bunch" of BVH files......that would be satisfactory.
  12. Hi, I was trying to renew. Never had problems in the past. My virus protection went off two separate attempts. Here are the error messages. I can't get up and running...How do you get past this? Is there really a bug in it? Thanks
  13. If it were possible, a "Floating" license would be ideal. With most other apps, that only requires internet access to boot the program up. So that you can work on any computer as long as the software is installed on that system. If I'm not mistaken, this is called a "Floating" license by a bunch of App companies. They normally offer several purchase options. The software can only be used by one person or computer at a time. However, it can be used on as many computers as you have it installed on giving you the ability to work on a laptop, home, office, etc. Unfortunately this requires a different set up than A:M currently runs. So I doubt it will ever happen.
  14. Where are Steve's realistic humans? Are there any samples on the forum? I'm not sure if I've seen them.
  15. I did this same type conversion multiple times a few years back. It brought in the UV's correctly, but since the mesh was so dense, I ended up spending way too much time doing a complete retopology on the character. I think I was able to complete two or three of those. Unfortunately I was so exhausted that I gave up after the first few attempts to rigg them. I will say this, though...... I got the model to look really close even though I shed about 70-85% of the splines.
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