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Hash, Inc. - Animation:Master

teh1ghool

*A:M User*
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Everything posted by teh1ghool

  1. I'm having trouble applying my decal for a UV Map . I've flattened the group in an action window and i am now trying to APPLY my image as a DECAL (like the tut says) but the apply button is blanked out, and it says i can't drag it into the screen. Help would e greatly appreciated. Oh wait nevermind, I had entered the decail in the wrong object! Problem solved. Oh man nevermind to that too. How do I get into the UV Editor(Decal View) so that the image shows flattened patch? I mean I can apply the decal then stop positioning, but then how do I see it in the Decal View?
  2. Windows sucks that way, you have to uninstall everything with the whole uninstall stuff... Go mac... Sry i don't have any solutions to offer, but I couldn't miss the chance to show off windows' weakness...one of them.
  3. :-\ No no no the game only needs one file. It has an animator and an editor and the engine, so you can import like a 3ds into the animator and animate it. No bonez allowed elsewhere. It doesn't REALLY matter though, the characters are basically going to be one model file with a whole bunch of different pieces showing. Hard to explain, but it's an excellent way in the animator. Er I'm not sure if I'm allowed to link up to the site since it;s another company or something, so I guess if you want I can PM you it. PS: As of now it's only Mac OS X. Version 1.5 coming shortly with Win(blows) support.
  4. I already knoew that. I'll exprt it to 3ds then bring it into the engine.
  5. Sorry, what I meant was I wasn't worried about the creases at the moment. When I finish the game I'll probably use the ships and objects made/impoted into A:M as an opening scene.
  6. Ok thanks. -- luckbat I'm not worried about creasing. I'm not actually going to use this model anymore in A:M once modeled and textured in A:M. I'm instead bringing it over to a game. EDIT : I'm on mac, I can't open that exe file in there.
  7. GRRRRRRRRRRRRR !!!!!!!! fine but it's not easy to show! I'm trying to make it so I could make the spline that's wrongly continued from another so that it's not continued ON MY FIRST CLICK. Then for the next continue(the correct one, going down) I could just choose to connect to the right one!
  8. No see I can't show this with a screenshot really. What I'm trying to do is make it so that when you add a spline to another you can select which spline you're continuing so you don't have to detach all of them then attach them in the right order!
  9. Is there a way to force a spline of your choice to connect to another one on an intersection when adding points? It's frustrading to have to delete everything else then connect it and re-order, etc.
  10. Well can you explain how I would fix it please? As i have already made significant changes to the file and I don't want to redo them.
  11. Er here, it's "unknown" object and not the others(not unknown1). AM_Ships_Human.prj.zip
  12. Oh ok thanks! I didn't extrice, I just made a separate wing piece. EDIT -- Nope, that's not it! :'(
  13. I'm having trouble with this 'invisible patch'. I've tried re-making it, flipping the normals, everything I can think of, but it just won't appear! And It doesn't select in the patch mode either.
  14. M-Azing! Are you? Your model sure is... Nice work!
  15. Lol funny. I always like those double-tripple-quadrooooply-etc digit topic #s.
  16. Ah thanks, that helps. Now I just need to attach my others on in my file because I added and changed a lot of head/body stuff. Now I have an idea of how to attach it.
  17. eeheh thanks, I used a tut to help with the head, although I just built the ear afterwards. This isn't some insanely detialed figure. It's my first one and it needs to be pretty low poly because the game it's going into is crazy big.
  18. Problem is it needs to be attached because it will be exported into game i am creating. it will mess everything up if it isn't attached.
  19. Hey I made a head in A:M and I also made some ears of my own and I want to attach them, but I think I wasn't paying attention to the number of control points. Not to mention my ear needs to have that amount or it won't work correctly how I want it. Can someone help me out and tell me a good way to attach these? I been worknig on attaching them for a while, no luck. AM_Chars.prj.zip
  20. I just have a comment about one of the first posts. GeForce cards are anything BUT rock stable. They give you latively stable fs in games, true. But when you turn on antialiasing(very good looking in games) it totally kills the card. ATI cards get little to no effect from it, and they generally give a higher but less-stable framerate. Or at least that's what I've observed about the behaviours. I know the antialiasing part for a fact though.
  21. OK, Now this is weird. I just took that same file above and tried to make the nucleolis and the nuclear envalope disappear over time. It won't work! Can someone try it out and help me out here? Mitosis.prj.zip
  22. Thanks you guys. I guess it was just an animating problem. i never thought of trying to render the first frame for a test. Thankx!
  23. Speaking of disappearing, now in my animation an object just won't appear until a cirtain point. Here's the model file. I can't find what's wrong. If someone can fix it, I would also like to know what was wrong. The object that goes wrong is the Nuclear Envalope seems to hide the Nucleolis.(Pink.) Mitosis.prj.zip
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