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Hash, Inc. - Animation:Master

Technodandy

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Posts posted by Technodandy

  1. Name: Daniel Michael Lisa (Technodandy)

     

    Exercise Completed: Exercise 6

     

    Date Completed: March 26, 2007

     

    Instructor: The People of the A:M Forum, Martin Hash's Book and Hash, Inc. Video Tutorials.

     

    Hi all,

     

    I am back. I hope I am not rusty. I have been working on my techniques through the year with modeling, textures, lights and actions, as you can see in all my posted questions and work in progress all year.

     

    Here is Exercise 6:

     

    Exercise6.wmv

     

    Thank you,

    Technodandy

  2. Is there a good tutorial on how to get the pattern effect out of a Texture Map Photo?

     

    Technodandy

     

     

    Hi all,

     

    If anyone can answer the above question please do.

     

    In the meantime, I am progressing with the Asbury Park Casino.

     

    [attachmentid=22339]

     

    I have some questions about the rendering distortion on the bricks I will provide some close ups later.

     

    Technodandy

    post-8231-1163771179_thumb.jpg

  3. [attachmentid=21791]

     

    The Actual Building Remains

     

     

    [attachmentid=21792]

     

    My Progress

     

     

    Hi All,

     

    I am beginning to knock out this project piece by piece. I am using texture maps on most of my surfaces from photos I taken from the remains of this building. Some surface areas I used materials or adjust the properties when I did not have any. Texture maps seem to render faster. I use Corel Paint to gleen surfaces from the photos and stretch the image to remove the 3D angles.

     

    However I like to understand materials better so I can do comparisons to see which would be work better. I am still on a learning curve. I am looking forward that anyone with the benefit of hindsight could give me some pointers.

     

    Is there a good tutorial on how to get the pattern effect out of a Texture Map Photo?

     

    Technodandy

    post-8231-1162120574_thumb.jpg

    post-8231-1162120663_thumb.jpg

  4. I seem to have missed this cool project:

     

    Easiest way to make this project is:

     

    1. use one cross section as the separate model (put bone in the middle of the caroussel facing upwards or downwards)...

     

    2. Import as many cross sections (models as necessary)

     

    3. Rotate the bone by the exact ammount (under properties, z rotate (I think, from the top of my mind))

     

    4. When everything fits into place, export choreography as model (don't forget to erase the lights, the camera and the ground plane)

     

    5. That's it

     

    Alternative: save choreography and then import it where needed (that way you will not have one extra complicated uber model, but several smaller which can be organized into their separate folder)

     

    Hope that this helps!

     

    keep us posted!

     

    Drvarceto

     

     

    Thanks Again Drvarceto

     

    Your First three steps works fine except step four, it seems to be unreliable. I have not be able to export the Assembled Choreoqraphy to a model with out it crashing the program. HomeSlice pointed that out to me and I sence verified it.

     

    Also there is a bone called a "Model Bone" that is automaticly assigned to the model when it is created. It is the only bone that has a bounding box with it when I import a model in the choreoqraphy window. Thank MTPeak 2 for pointing that out.

     

    When I >Transform >Translate the short cut in the Choreography PWS and set x,y, z to 0,0,0, it normalizes each imported model section to the origin. Lining up all the sections to their proper relationship. HomeSlice pointed that out too.

     

    Technodandy

  5. I am finding a lot groupings in my models left over I think that causing the errors. It is a bit tedious. But I am managing to find them and delete them. What I am doing now is saveing my models externally and import them back in rather than doing the same thing within the project.

     

    I import a pieces of the section into the New model window, build one section. then import the section into the choreography window and translating the "model" bone to the origion (0,0,0). Then I rotate the section on the y axis 20 degrees and add another section.

     

    [attachmentid=21555][attachmentid=21556]

    post-8231-1161233124_thumb.jpg

    post-8231-1161233335_thumb.jpg

  6. Hi everyone,

     

    I like to thank everyone that has help me so far, with your help I think I got the idea of bones ironed out.

    • Model Bones

    • Root bones

    • Light bones

    Now that I got that out of the way I have a reoccuring problem in the Choreography window when I try to make a model from a *.CHO:

     

    After I remove Camera, Lights and Ground from my scene in the Chorography I want to save the assembly as one single model. I tried two ways: Save as *.CHO or [RClick] [Export] [Model] Either way I get a Exeception error #001, A:M disappears, I have to restart the application and I lose my exit save.

     

    What can be causing this?

     

    Technodandy

  7. Thanks Dhar,

     

    What you are telling me put another piece in the puzzle but I am still bothered by this Base bone.

     

    When I make a model away from the origin. (0,0,0) this bone is not seen easily and is not see in the PWS as reference in any case. I can see it in bone mode if I build the model at 0,0,0. But it is still not referenced in PWS when I am in the model window.

     

    [attachmentid=21456]

     

    When I drag it in the Choreoqrapy, it is references as "Model bone". I get it confused with other bones in the Choreograhy window because if I use a model gleened from a different model group this bone don't seek the same origin. But it does seem to bring the associated group of Control Points with it when I translate in the Choreoqraphy.

     

    [attachmentid=21457]

     

    There is not much info in help reference about this bone. However if I built a model centered on the origin it helps the models translate to the origin of the choreoqraphy if I lose track or want them to line up correctly I can traverse that bone to 0,0,0. I can also pivit around it in the choreography.

     

    What is this Model bone for?

    What is its intended use?

    Is it a default Base bone that is aways the first bone referenced in bone mode?

    Can it be ignored and I assign my own root bone regardless of where the source model was made?

    post-8231-1160956583_thumb.jpg

    post-8231-1160956619_thumb.jpg

  8. Hi All,

     

    This issue for me is bringing this project to a halt until I can understand what is going on here.

     

    What I was calling a primary bone is a base bone assigned by default when I make a model. This is what I discovered with the Base bone. If I draw a pattern model, say a base of a large building to use a templete to assign location and scale to smaller sections of it, and then build a new model from it; the base bone for that new model is still at the origin of the original pattern. When I drag that model in the choreography the base bone default assigned to the origin copied from the original pattern goes with it. I have to look at 0,0,0 to find that default bone or base bone in the choreography window. I can drag it closer to the new model CPs, the bounding box gets smaller and I can use it to rotate on, but it does not appear as a bone in the Project Work space. I can not make it a child to a root bone or assign a child to it.

     

    Another thing when I make an incondesent bulb model and put a light in the model so it will have real properties of a lamp, the model of the bulb has its own default base bone as I discribed, and the Light sourse itself is its own base bone and it resides in the bone folder as a light in the PWS, but it acts like a base bone. I can not child it to the Bulbs model's base bone so I end up with two base bones one for the Bulb model and one for the light sourse.

     

    I am confused about this.

     

    Technodandy

     

    Can anyone set me straight?

  9. Hi Ken,

     

    Thanks for you input. I am looking in the above problem but I noticed another problem that may be contributing. The Primary bone of the Lights and the primative models are not common in the Choreography window. When I line up the models in the Choreography window the primary bones are not at the origin like in the model window. I wonder by not paying attention to that when I export the choreography into a new model that can brake some tread causing the exception error?

     

    Technodandy

  10. Hi

     

    I am having problems with the Lights in the Choreography Window too. When ever I use Light bones the behavior of models. If I want to group Lights with Models and save as a new model group with light I get unpredicable results. I am wondering if Light bones have to be save separately when in Choreography window?

  11. Well back to the subject of this Section Duplication. As you can see I added Lights to this section now.

     

    [attachmentid=21109]

     

    I am trying to export this section into a model again from the Choreography window. I want to import and rotate each section into a new Choreograpy window build the building like before with lights, but I keep getting an exception error that crashes the program when I try.

     

    The only thing I think of that I am doing different; I added all these Lights to the section. What can I be doing wrong?

     

    I am also wondering if it is a parent child issue should I be assigning the light as a sub group in the Hiarchy in the project work space?

     

    Technodandy

    post-8231-1160025135_thumb.jpg

  12. Yea I know, but maybe I can post it if there is a way around it like a parody or something is ok. Is there a forum where I can discuse how I can post things within Copyright rules. How do some of the posted movies with Star War themes, sound effects and music get around it?

  13. i mean for a prop in a movie?or something

     

     

    I do have a rough draft of something I made with Roxio Video editor using pictures as a backdrop and one of the DAZ Victoria models of something like I may want to do. But it is crude and I don't know if there would be any copyright issues because the pictures I use were not mine and is music copyrighted also. I have the Victoria model overlayed on pictures of the Carousel house. I like to post it if I can. I do not know the rules of such things.

     

    Technodandy

  14. Hi All,

     

    I am running into another snag. I was able to make a light bulb and turn it on and off in the choreography window. My light bulb works with a "Light bone" I can turn it on and off from the Project Work Space. But my project need scores of lights as you can see in my image:

     

     

    [attachmentid=21022]

     

     

    I can add them one by one to a bulb model in the choreography window and it works but it takes a long time. I can not find a way to copy the same the light bulb model without loosing the light bone function. I tried copying and pasting and made many bulbs quicky but can not find a way to pass along the light bone. I have also saved a Light bulb model and then I imported it back. I can see the Light bone as a sub object in the Project work space but I does not work as it did before.

     

    I am trying to experiment and read references to find out whats wrong but can anyone help me with this one in the meantime?

    post-8231-1159746637_thumb.jpg

  15. dude this is awesome great detial what are you plaing on using this for by the way???

     

    Case,

     

    This building use to house a merry go round, long gone in Asbury Park NJ. I went there resently and it was all boarded up and in disrepair. It was part of a larger complex call "The Casino". It is a historical land mark. I am trying to restore it, sort of speak, on the computer.

     

    Technodandy

  16. Trajce,

     

    Thanks for the help. I drag dropped the Cross section into the choreography window and it works. I was able to move each section around freely without copy and paste being necessary. I just throwed this together quickly to see it work.

     

    [attachmentid=20992]

     

    Now I can concentrate on the one cross section.

     

    By the way, I did not have to add a bone to the cross section. There was one already with the model. I just transverse it from the origin and placed it at the pivot point on the Cross section model.

     

    Now I am going to plug in the lights.

     

    Technodandy

    post-8231-1159581149_thumb.jpg

  17. The total patches to this model section is 2595. If I copy and paste in the same model window I start to slow down big time as I add a new section and rotate it to the next position. Even with wireframe mode it goes down to a crawl. This does not seem to effect my rendering speed.

     

    [attachmentid=20979]

     

    What to do?

     

    I am wondering if I should make a seperate model for each section and assemble them all in the choreography window.

     

    Maybe I can use the Action window but replicate a section at a different angle.

     

    Technodandy

    post-8231-1159487421_thumb.jpg

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