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detbear

Craftsman/Mentor
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Everything posted by detbear

  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. 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.
  5. 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
  6. MORE ON THE WAY!!!! Hopefully real soon here.
  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. Robert did a wonderful job on that sequence. Great acting choices. I think I had set up the shots with moving cameras in the animatic phase. That left the animator with the framework to work in. One of the cool parts was the horse/ leg tapping him on the back. That was a cool addition by Robert. Another important R&D portion that Robert added to this shot was his rig and image stamping of the "Knight's 101" book. The pages turned great for the shot and they had writing on both sides of the mesh. At the time, I was still using Vue for backgrounds. Unfortunately, Vue is a render hog. So the moving camera shots all took hours upon hours to finish. Matching the lighting between the characters, props in A:M and the Vue scene was a combination of several things. One of these days I may re-visit that project in depth enough to show more details on the process at the time. I think it had 23 minutes of animation. Thank goodness I was able to contract a few people like Robert to help out. I rendered the film in 720p which was big at the time. Especially since some shots were taking around 20-30 minutes per frame to render. Started the project in 2007 and completed it in 2010. Cheers, Kevin
  10. That's such an awesome use of cloth Robert. Looks Great!!!
  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. I've tried all those things in tweaking the groups, but none of it has worked so far.
  15. It doesn't work in Lumion. So that doesn't help me.
  16. So for some reason, more complexity isn't placing the groups correctly.
  17. This is what happens when i bring the minifig into lumion from A:M One of the groups dominates a larger area than it was assigned to. Also other areas are not right either. A simple model works. The minifig does not.
  18. This is my own model straight from AM. The group names show up when I hold the cursor over them. I notice that if you add spline rings and add them to a group, it messes it up. You need to erase the group and create a new one including the new mesh. ALSO....LUMION hates open holes...so I made that shape enclosed.
  19. Yes. When you hold your cursor over the color groups, the names of the groups appear.
  20. Too bad the guy who created this exporter isn't still around. He could probably fix it for Lumion.
  21. I wish I knew more about coding. I'm afraid I'm not much help..... I did have this thought.....The models in A:M default to that yellow color. underneath when you select a model. You know what I'm talking about......I wonder if that could somehow over-ride group colors. Like I said, I know very little about this.
  22. I think if you added a few more splines it would not cull in lumion.
  23. It comes through culled really bad. It does have the two colors. That's probably because your model doesn't have enough geometry. When I try it with a more complexed model....say the minifig. It doesn't work. Still has one solid color. No matter how simple or short the names are. I have no spaces in them. Even if you can get that to work, an obj isn't going to transfer Mapping along with it for stamps.
  24. Which program are you taking the AMXtex export to?
  25. I get that result as well in blender but not in Lumion. When I export the minifig into Blender it comes up with colors. I went back and shorted the names as well as removing the decals. But straight from A:M to Lumion doesn't work out very well. I could go through Blender but that would take forever.
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