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Hash, Inc. - Animation:Master

Kaijin

*A:M User*
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Posts posted by Kaijin

  1. DO they have to be some kind of special sticker? Sorry for sounding dumb I just have never worked with motion capture before especially one like this.

    You can use standard label stickers. If you can't find small ones, you can cut larger onces into small pieces.

     

    Thanks for the reply and the help, I'll keep this in consideration if I decide to come back to AM

  2. So for AM track you don't need any sensors or anything? Just a video file of the face from the front and them talking?

     

    Also what kind of video file does it have to be?

     

    You need some marker stickers on the face, like you can see in the demo video. At this moment only AVI files are supported.

     

    DO they have to be some kind of special sticker? Sorry for sounding dumb I just have never worked with motion capture before especially one like this.

  3. If you're looking for full-body motion capture, OptiTrack is probably the most affordable solution ($5000):www.naturalpoint.com/optitrack

     

    In case you like to work with facial motion capture you can take a look at my software, Zign Track and A:M Track: www.zigncreations.com/zigntrack.html It is affordable, but it doesn't do full-body motion capture (yet).

     

    So for AM track you don't need any sensors or anything? Just a video file of the face from the front and them talking?

     

    Also what kind of video file does it have to be?

  4. Hey I had AM a year or so back and got busy and ended up giving it up and now am considering coming back to it.

     

    My question does anyone know about any decent and affordable motion capture suits that are compatible with AM as well as maybe some tutorials for it. Thank you all for your time and I am sorry if this has already been posted.

  5. Well good luck to you guys and I was thinking of two software pieces you guys could make to make your MMORPG better. One a world editor like in WCIII just for fun even if it does not tie into the game directly just like a secondary way of playing with friends and have it work with A:M models. Not just X exported models from A:M.

     

    Also as another piece of software one that I would by in a heart beat especially if it is user friendly is an RPG maker that works with A:M directly to make it easy to make a full game with just that and A:M and it would make it easier to make cut scenes, and models, and the game engine itself...I know that this is a monumental task BUT if you have a programming guru at your disposal that works for free why not do it?

     

    I know quite a few people who want to make their games but are not good at coding, so this would help bridge the gap. I myself have experience in game design even if it is not much experience and it would be a big help to have software like that, That would work hand and hand with A:M....But I also know that this is up to you guys and just an idea.

     

    Oh and BTW don't give up when things get bad I know sometimes I have wanted to throw my comp through the wall and live in the woods just so I never have to see a computer screen again....But like me you will pull through and get the job done.....^_^

  6. Why not just have it say something like "use these models at your own risk." Or something like that. Obviously it will need to be worded properly but yeah just use that...Anyways I wish you a huge success and I will most likely be commissioning (I don't think I spelled that right...) custom models from you guys. I will check out your site now.

  7. I tried searching the ARM for one but it seems to be down, and I was wondering if anyone had a good dynamics tutorial for a beginner the one in the A:M guide boox really does not cover or explain anything it just shows you how to do that one poject which is good and can be used for diferent things but isn't there more that dynamics can be used for?

  8. Thanks to everyone for the replies and help I got it working the way I wanted and thank you for your patience. Also I apologize for asking so many questions. I am just used to other animation programs where the keyframes work differently so thats how I was invisioning it. My bad. ^_^

  9. I apologize for not DLing your project because I havetoo many projects to work with of my own. However, you can set your actions to start and end at certain times of the choreography, have you tried that?

     

    How do you do that? Also to LurkerAbove thanks for your help it worked exactly like I wanted it to.

     

    ^_^

     

    But I do have another question I decided to see if I could have him pick up something and drink it after yawning but after I moves any bones even if I create a new keyframe after the yawn...He transitions into that bone position from the beginning of the animation instead of from the keyframe I make after the yawn......Because I made the keyframe after the yawn and then went ahead the amount of frames I wanted and made the proper bone movements but ity transitions to that from the WHOLE animation not just from one keyframe to another...Which is annoying...Sorry for being so bad at this but I am splitting my time bewtween work and 3 other projects AND A:M so I just do not have time right now to fumble around for hours figuring it out myself......Sorry to sound lazy and undedicated but I am trying to balance my time effectively so I am using the resources I have available.

  10. OK I will include screenshots and my project file.

     

    Basically this is what happens I wanted to test a simple animation to practice my skills with and it uses all the default stuff that comes wit A:M and what I was trying to do was have the knight model walk along a path using the walk(exausted) action and then at the end of the path yawn using the yawn action at the end of the path but it keeps puting the yawn ino the cnstrain to path and I dont know why. Meaning the last part o him moving along the path he is yawning...

     

    here is the screenshots and project file so you can understand more.

     

    Just open the project file and play the animation then seek all the way to the end which if I remember correctly is 31 seconds and 1 frame. Then just simply add the yawn action to the knight and play the animation again and you will understand what I mean.

     

    Anywyas here re the pics and project fie.

     

    Untitled-1.jpg

    This is thescreenshot from BEFORE I add the yawn action

     

     

     

     

    Untitled-2.jpg

     

    And this is the one from after I ad the yawn action see how the knight is back on the path instead of at the end of it....

     

    Anyws here is the project file.

    Drink.zip

  11. Well I am still very new to A:M but I have finished the workbook and practiced a little bit on my own but am still very new. Anyways...I am running the newest version which is version 13 point something, Well what my question is, Is how would I go about making a mirro or reflective surfae? Like say a typical mirror in a room or a mirrored reflection off of a car or sunglasses? Do I have to manually "Paste the mirrored image" over the surface? Oris there a way to get the computer to "know" that it is a mirrored surface that reflects? That way it will be better and more accurate with movements than if I did it manually. Because I really waana use this effect and make a character with sunglasses that reflect the landscape and more.

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