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Hash, Inc. - Animation:Master

loserem

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  1. Thanks to everyone for answering so quickly I'm trying to use forces as described in the flag tutorial. I've turned the hair into spring too and I'm going to test all the preferences you've told me. The first I've noticed is that leaves bounce too much quick so I'll change the gravity as you've told me too. I'll be back soon with news about it
  2. Hi everyone, I asked two weeks ago some questions about modeling leafs and grass in A:M by using the Hair plugin in V13. I was refered to this URL: http://www.hash.com/Technical_Reference/v110/Hair.htm where I found everything I needed to know about. Now, I've modelled some trees and I'm interested in blowing some air to make the leafs move softly. If I could softly move the branches too it would be even better. Can anyone guide me in the best way to simulate this? Is there any tutorial that explains something similar? Thanks a lot for your help
  3. Thanks to everyone, I wasn't changing the thickness in the emitter and that was my problem. Thanks a lot for the link too. It explains very well many other doubts I could have experienced.
  4. Hi everyone, I'm trying to learn how to use hair in v13 under the 2006 CD by following the Wookie's tut in 'the art of animation master' I've been very surprised on discovering how easy to use it is but I've found a little problem. I've been trying to vary the thickness of the hair in order to make its diameter to increase along the hair but I haven't been able to do it. I follow the steps of the book and I show the timeline in order to see the channels' timeline. Then, I'm supposed to see a 0-100% timeline but I only can see the typical 00:00:00 timeline with minutes:seconds:frames and not a % timeline. Why does it happen? What am I doing wrong? Maybe am I not selecting anything? And please, allow me to ask a second question... If I wanted to simulate grass with this hair plugin? How could I flatten those hairs in order not to appear cylindrical buf more flattened (like grass)? Thanks for your support
  5. Hi everyone, I've already bought an Intel based iMac and I've noticed that only selected versions of some programs work with this new Macs. I own a 2006 CD and I'd like to know wich exact version is the one I should install in my computer or, at least, the best version that suits in. I'd be very grateful if someone told me this and where to download it too. Thanks a lot
  6. Of course, it all does Thanks for the guide
  7. Thanks Will, It was just what I was lookin for. My model was already white so I didn't need any plugin to remove decals and materials but preserve only the casted shadows. It's very usefull having only the shadows (and only determinate shadows) in a separate layer for compositing as you've all already know Thanks again
  8. Thanks a lot, I'll follow the tutorial. Another question related to this. Boolean cutter only affects to render not the geometry but... Does the shadow which casts the object change when its cut by the other? And, do this work well when animated?
  9. I heard a long time ago of a property or something called boolean cutter (if I can remember) which allowed a model to cut another becoming invisible itself. It would mean that you can model a wall, then intersect a cube in it and, by using this boolean cutter, make the cube invisible but leaving a hole of this cube's size in the wall. If I can remember, this hole would be patched too. I mean that it would look like if you had modelled this hole in the wall previously. I'm interested in using this property for animation. I,ve modelled a simple object and I'm interested in using another object with this boolean cutter option as a mask in the same way as masks are used in after effects, flash and others. Can anyone help me with this? I only heard of this but I never used boolean cutter and I even don't know where to find it. Is there any tutorial for this anywhere? Thanks a lot for your help
  10. Hi everyone, I discovered A:M in its v7 and there, I founded a render property called oversample wich rendered the frames ad double of more size for scaling them down later in order to remove aliased borders and other artifacts from decals and etc... Now, in v12 I've lost this oversampling option. Is it hidden in another place of the program or it has simply be removed in favour of multipass? I've been trying to use multipass but more the passes are, more the general blur in the image and it doesn't involve neccesarily a better look of my render... more of this aliased borders still appear, but softened. Thanks everyone for your support
  11. I'm using v12 and a sun to light the choreo. Maybe it's usefull for anyone.
  12. Hi everyone, I've modeled a city. Floating over this city there is an objet which casts a shadow over the city. The shape of this shadow is changed by the geometry of the city, of course. I'd like to render the city in a pass and then hide the city and render only the floating object and its shadow but if I simply turn inactive the city, the shape of the shadow changes because it doesn't reach any surface but the ground and I'd like to preserve this shape in order to composite both render in postproduction... How can I do this? I've tried to include the city in the object's render but making the city to be flat white the same as the background in order to remove all that white later as a luma key but, of course, if the city is flat shaded it cant receive any shadow... Is there any way of turning the city perfecly white but allowing it to receive the shadows of this object? Thanks for all your support
  13. Thanks for your comments Yves, Essay and error. That's what I'll do. I have only a little experience with A:M and with 3D software in general and I've noticed that recreate ambients, realistic or not, is a very complex work. Thanks again.
  14. Hi everyone, I'd like to know if there's any list, tut or something wich explain the difference between some materials like wood, metal, crystal, etc... in A:M terms like refraction, reflection, transparency, etc... My first steps in differencing materials have been applying decals, but, of course, wood does not reflect light the same as a metal does and a generic comparison list would help a lot. Thanks for helping me.
  15. I haven't figured out a way to remove the textures from a 3ds model. Anyone else know how (even if it was from within another program). We have a bunch of 3ds props that we would want to do this too.... Well, what I do when I want a prop not to load its textures is simply change the textures to another folder changing its relative position to the model. Then, when A:M tries to load the textures, you're asked for the position of this textures. If you cancel this process, the texture load is skipped and you import the model alone. It's the easiest way I know to do it.
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