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DWARVEN_KING

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About DWARVEN_KING

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  1. I've been trying to export light maps and have only gotten error messages. Has anyone gotten this feature to work? Is there a tutorial out there on this subject? In the wholly all of it... I intend to export a light map of ambient occlusion but I cant even get light maps working with AO off. Any assistance would be greatly appreciated. P.S. I first posted this this question on the radiosity board... but I think this board might be more appropriate.
  2. Yeah... I was doing the same thing until I saw itsjustme's mondo quicktime tutorial which told me more about AM rigging in the first 30 seconds than I had known in the entire course of my corporeal existence. Thanks Itsjustme
  3. I'm not laughing. Until last month I was carting around version 9.5 (a good four years behind the times) P.S. May the board forgive my obliviousness but... what does TSM stand for?
  4. Turning off back-face culling should do the trick.
  5. I just found the answer. For some strange reason the only way I could get the finger animations to export properly was to translate the finger bones (in the Model Bone window) in the positve x direction until they were floating above the palm. (with palms facing foward) Now the animations look wierd in AM but they look fine in their exported form. Hurray for the inexplicable (yet ever so useful) solutiongs P.S. still... if anyone can explain to me why this works maybe I'll better understand what Im doing wrong.
  6. I'm sorry that I troubled the board with this question... I just found the answer. For some strange reason the only way I could get the finger animations to export properly was to translate the finger bones (in the Model Bone window) in the positve x direction until they were floating above the palm. (with palms facing foward) Now the animations look wierd in AM but they look fine in their exported form. Hurray for the inexplicable (yet ever so useful) solutiongs P.S. still... if anyone can explain to me why this works maybe I'll better understand what Im doing wrong.
  7. I'm trying to make computer game content with Animation Master via the AMXTEX exporter and I am running into some rigging/export isssues. I've been able to make IK kinematics, aim-at, and aim-at (w/ scale to reach ON) constraints work fine. I'm not sure if Eulers export. The problem is my fingers I'm using no constraints on them, and I've tried rigging them in the 2001 skelleton manner with the rollhandle being used exclusively to flexing the fingers. In the bone view, the initial rolls of each of the fingers is set to 0. Now for some reason, when I make an animation of the hand closing into a fist (for instance), the fingers will roll too far and consistently go into or through the palm in the exported version. I've also tried a string of bones (as opposed to the roll-handle reliant system) with and without eulers and it still wont export correctly Any tips from the rigging gurus about what constraints do and do not export correctly through AMXTEX would be greatly appreciated. More specifically, has anyone been able to export fingers correctly?
  8. Whoops. I thought that v. 13 (ie 2006) was to be found here: http://www.hash.com/support/updates.asp But now I see the error of my ways and downloaded the actual v13 (beta 2 anyway) from here: http://www.hash.com/support/updates.asp Models will export now and everything is fixed (except my fingers: they are still broken )
  9. I guess I'll keep exporting animations untill I have a decent hand clench animation and then forget about this odd problem. Oh and I'm not actually using the 2001 skeleton (perhaps I miss-spoke) , I simply had rigged the hands in a similar "roll handle heavy" manner. Maybe this rollhandle Idea wont work. The first thing I tried was simply using a string of bones with Euler constraints that only allowed movement in the -180 Y direction (so as to give each finger a hinge joint). But the exported model had the fingers wobleing all over the place as if the constraints weren't even there. It really doesn't make any sense since (now that I think of it) the Euler on the elbow seems to export fine. Why are the ones on the fingers not exporting? More experimentation is in order. Thanks for getting back to me so quick.
  10. I have the newest version of AM (the one with the Yeti) I've also downloaded the 2006 update for AM. So I'm assuming that I have the 2006 version now... yet, while AMTEX for v12 works fine the new v13 one gives me an "unhandled exception #1" wheather or not skin weights are on. I've not only tried my models but also the Gala model on the CD. Am I doing something wrong?
  11. I've been able to make IK kinematics, aim-at, and aim-at w/ scale to reach ON constraints work fine. Euler constraints dont seem to work, but that is not my problem. The problem is my fingers I'm using no constraints on them, and they are rigged in the 2001 skelleton manner with the rollhandle being used exclusively to flexing the fingers. In the bone view, the initial rolls of each of the fingers is set to 0. Now for some reason when I make an animation of the hand closing into a fist (for instance) the fingers will roll too far and consistently go into or through the palm in the exported version. Any tips would be greatly appreciated.
  12. Thanks, Obsidian, for doing this research. I dont expect miracles... I just want to know how everything works... and how I can best make game content. I have just purchased AMXTEX and am very happy with your powerful exporter.
  13. Thanks Obsidian. Ill be very iterested to see your results.
  14. I was curious if Animation Master's realtime renderer can render normal maps in realtime. Is there a setting that would turn such a feature on... perhaps. Or is it not possible. Any assistance a user who owns Version 13 could give would be greatly appreciated.
  15. The team I am on is making the game engine from scratch with the Direct X SDK.
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