sprockets The Snowman is coming! Realistic head model by Dan Skelton Vintage character and mo-cap animation by Joe Williamsen Character animation exercise by Steve Shelton an Animated Puppet Parody by Mark R. Largent Sprite Explosion Effect with PRJ included from johnL3D New Radiosity render of 2004 animation with PRJ. Will Sutton's TAR knocks some heads!
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Hash, Inc. - Animation:Master

C-grid

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  • Name
    Niels Krook

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    Windows

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  1. Which "delete" button on the toolbar are you refering to? I hope not the one with the two black scratches where the mouse-hoover tells "Delete (Delete)"... [EDIT] Point 4.5 will be delete the old geometry?
  2. I helped myself, after replies got deleted(the ones I did try sending). Great anger was given and once a project was ask to prove, on which I spent 2 days making, got deleted within a minute. I did quite some thoroughly 'research': I noticed 3 types of jitter: - Image-jitter due distance - Image-animated-jitter due dynamic applying the (decal-)image - Geometry-jitter, "flying towards a house without texture-applied" shows jitter in the model ps. The solution should be at Hash or through the TWO-project, dunno ps2. Rodney, if you didn't belong to the ignorent, you posted already 'settings' since the problem isn't 'hard to tell'(see your post).
  3. Yes, that's what I was afraid of..., where are your settings and solutions you gave that solved the 3 types I mentioned? The ones where an 'orangeskin' can't be an 'orangeskin' don't apply
  4. I noticed 3 types of jitter: - Image-jitter due distance - Image-animated-jitter due dynamic applying the (decal-)image - Geometry-jitter, "flying towards a house without texture-applied" shows jitter in the model ps. The solution should be at Hash or through the TWO-project, dunno
  5. I noticed 3 types of jitter: - Image-jitter due distance - Image-animated-jitter due dynamic applying the (decal-)image - Geometry-jitter, "flying towards a house without texture-applied" shows jitter in the model ps. The solution should be at Hash or through the TWO-project, dunno
  6. I'm glad you didn't read it with anger. (It wasn't enclosed when I sent it)
  7. Clone, before " spittin' ", did you notice the distiction between: A. B.
  8. Yes, when you use the 'Shag Emitter', sometimes refered to as 'the old hair-system' but when using the newer 'Hair System', you need surface(patch(es)). You probably want the 'Hair System' for foliage use, but I don't know which planet you're going to dress-up If you mean splinage-density, yes. Else if you mean more than one material, 'like another e.g. streak-material', yes.
  9. The problem could reside in: - A:M 10.5 handling the import plug - The .3ds-importer plug - A different version support of the .3ds-format specification - The way a .3ds-model is polygon'd as a start Things you could try: - Ask someone with a newer A:M to try the import of the specific .3ds-file.(Or upgrade yourself) - Check if there's a change in the .3ds-import plug version for A:M (Or different kind of format importers) - You could try re-saving the .3ds-model in another 3d-polygon program(try changing format-version) or re-save it in a different format like .obj or .lwo(I dunno if there's any importer for .obj or .lwo in version 10.5) - You could split the .3ds-model up, try to import it in AM and find where 'the boggle' is... A program closing in e.g. Windows, has todo with the program generating a general protection fault, this relates to a processor-exception or OS-exception(alot of times memory). The importer-intelligence has trouble creating and connecting CPs, makin' splines, is my suspicion, 'following' the 'flow' of the spline(s). A work-around for such models is maybe using the 'newer' feature Topology and re-create a leaner model for export. Knowing how to spline, is maybe the best answer You could take screencaptures for use in A:M to rotoscope and skip the topology-part. (You're model isn't a landscape, is it? )
  10. C-grid

    help

    TOOLS >> OPTIONS >> GLOBAL >> Show property angle ------------------------ CTRL+P
  11. I think he means the (more than one) auto created 'Untitled'-group after CPs have been selected.
  12. I made an example of how one could approach this... Niels Project1.zip example.mov
  13. It's done with the sculptures eye Niels
  14. I tried your project-file 'room.prj' with different 'ray-cast' settings, same problem as described in your first post. Niels
  15. More density will give you more hair, since 20 hairs look different on 1 cm than 100 hairs, you should make several hair-materials... small, medium and large. The standard hair material has 2CP and dynamic set to off, so experiment with more CP for flexibility and dynamics-settings. Niels
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