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A:M Dave

*A:M User*
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    38
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About A:M Dave

  • Rank
    New User

Previous Fields

  • Interests
    Animation (all kinds) with a purpose / story; drawing; design; programming; motorcycling; helicopters; family; seeking & missions; product development... too many interests
  • A:M version
    v18
  • Hardware Platform
    Windows
  • System Description
    i7, Win 10, 16 GB RAM, GTX 1650 Super + 4 GB VRAM
  • Self Assessment: Animation Skill
    Knowledgeable
  • Self Assessment: Modeling Skill
    Knowledgeable
  • Self Assessment: Rigging Skill
    Knowledgeable

Profile Information

  • Name
    A:M Dave
  • Location
    Wisconsin, USA
  1. Thank you, robcat2075. I am familiar with tagged structures. I was hoping not to have to go there, but will give it a go. Thought there might be a utility somewhere. Odd that most of the models are opening with little trouble.
  2. I'm trying to freshen up my older models. Most are importing pretty well. I have one (ver 9.1), so far, that causes A:M to crash before it fully loads. It's not a big or complex model. Is there a way to step through the load to find out where it's hanging up? Is there some sort of conversion tool somewhere? I looked at the text of the .mdl file, which was not corrupted. First glance, all looked normal.
  3. Very nice. So scanning this string, I'm still not clear... are you using a plug-in or some stock technique? I can't think of any way to get stock A:M to capture the "below the surface history" information. I believe much of the snow prints in Ice Age were done this way. Hold the phone... just saw the bit on the .hxt plugin. I'm working through the new features of v13. Too bad you say it doesn't work there. Are you going to upgrade it?
  4. Rodney, Thanks for the opportunity. Please consider me for the free upgrade. I'm a long-time user of A:M.
  5. Do Americans with Danish heritage count? I've lived in Stavanger, Norway and was fairly fluent at one time.
  6. Situations: I've wanted to do this most when a wheel on each side of a vehicle needs to turn at a rate commenserate with the path that it is following. Usual solution: Ignore it and hope speed, distance, object occlusion and/or detail do not allow the viewer to see that the two sides are locked together around a corner as if they are on a solid axle connecting them. Typical construction is the vehicle has a center bone constrained to the vehicle path. An action with stride length gives the illusion of grip to the surface. Straight paths are fine, but curves are not accurate. Wante
  7. I think I found the problem. In Action, I only explicitly set the Ease on the first path thinking that once the length of the Action was established, other path constraints would "assume" the length by default. Not so. Once I explicitly set the others, they worked in the Chor also. Now on to the next challenge, that of getting left and right turns to work well. I've got one scheme, but am going to try something else. I'll let you know how it works out.
  8. Thanks for the reference. I had not seen that yet. Dhartman's approach is very similar to the one I was trying. I think he ran into the same problem I did trying to get the lead elements not to bunch up at the end of the path at 100% ease. I used separate, connected spline loops. He used a slick trick of an open-ended double loop. My elements' ease goes 0% - 100%; his 0 - 50% (for the 1st element). (If I had a trick, it was getting the copies of a spline to shift their first control point to different nodes.) I'm going to try his construction to see if that holds up. W
  9. Does someone have an idea regarding what is happening here? Here are the evidence and facts in the mystery... Three attached files tell the story: 1. Really Broken.prj --- Look in Chor and you should see just the red plate go around and the others moving but v-e-r-y s-l-o-w-l-y. 2. Working Action.prj --- This Chor does what it should: all plates go around the path of the tread. 3. Good and Bad Action.wmv --- Knowing how demos go, here's a video showing what I got. The catches: The project with the broken Chor was working at one time (even after multiple opens and clos
  10. Sydtocreation: I was working on my own tread project when I saw this. I think I can help. Turns out the Sherwood Forest Treadhed tutorial you referenced is close to what I was doing in my project. The problem is that version 11 does not allow Ease on a path to go past 100%. I didn't try an older version, but I seem to remember that previous versions DID allow this. (I might be wrong on that.) If all the tread plates are placed on the one spline and distributed around the loop with Ease percentages, then they will all stack up at the end of the action when they all reach 100% and the
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