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nyahkitty

A:M Users 2019
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About nyahkitty

  • Rank
    Master of Rhetoric

Contact Methods

  • MSN
    nyahkitty@hotmail.com
  • Website URL
    http://www.hodgepodgestudios.com
  • ICQ
    0

Previous Fields

  • Interests
    -anime<br>-3D modelling and animation<br>-sci-fi<br>-furries<br>-Hash A:M<br>-character animation<br>-drawing<br>-working
  • Hardware Platform
    Windows
  • System Description
    -1.5 Ghz CPU -1.5 Gb memory -120 Gb HDD -128 Mb video card -Windows XP

Profile Information

  • Name
    John Aquino
  • Location
    Seattle, Washington
  1. Now that Anzovin no longer maintains and updates The Setup Machine, is there any possibility of Hash Inc. getting permission to include it in Animation:Master and taking over the job of supporting the software as an up to date plugin? It seems like a perfect addition to the One Artist Studio. :-)
  2. And here I was scratching my head over how to model the depression on the inside part of each nacelle using splines. Nice job!
  3. nyahkitty

    AM FILMS?

    I've noticed that too, think I'll have to dust off my copy of A:M and render something for the gallery. :-)
  4. Try a search for past solutions on the forum or offsite Hash A:M resources. Also, you could model the bulk of a wave with geometry and use sprites for the spray and mist in the air. Texture it to look like ocean water, perhaps even with foam on top. Also, check some reference photo's and footage to see what are the separate elements of an ocean wave.
  5. The real question is, do you just need to know how to make that kind of image using Hash Animation:Master? I think there's a forum thread around here or in the archives that might address that need. Anyone know what I'm talking about?
  6. I'm using Firefox 1.0 and attempting upload a jpeg in WIP. It's been two minutes and it still says that it's uploading this image file (72k!) Do I need to update to the latest Firefox to make it work?
  7. Since there's a page limit to the book... and most people like exceedingly comprehensive and easy to understand reference, all of which with high quality color illustrations.... eh, we might as well make sure it's updated along with each main version of A:M (ver 11, ver 12, ....ver15).... with all that in mind, why not have the book as an appetizer, sort of like The Art Of Animation strives for, but even easier, illustrated step by step and always up to date. With those basic sections of the book as a warmup, then use it to direct the attention of the reader to the all-encompassing online wiki which is of the same standard as the book. The added advantage is that all data is easily accesable for updating and accuracy. Also, then the online page count is unlimited. There's at least one person who hosts an A:M wiki, so this is not to propose redundant efforts, just that this seems like the next logical step. I hope this is helpful.
  8. I notice with most 3D instructional books, that the directions are grouped together into paragraphs. Listing each step of whatever is being taught, in it's own sentence, on it's own line, rather like a recipe card. This would be more visually accessible. At least for me, that is. General explanations and discussions of a subject do well in whole paragraphs. Also, generous use of illustrations, in full color, particularly when color choices are being discussed, would be appreciated. Never understood why color 3D renders are so often just in B+W. So there's my wish list. I'm looking forward to what comes of all of this.
  9. I worked around the problem by using nulls, a pose and a smartskin. I've attached the project folder with two light rigs I've come up with. Hopefully everything is clearly labeled. -The Orbiting Klieg Rig is for the convenience of positioning the light from camera view. - The Manual Klieg Rig allows is versatility for positioning the light. Try playing with these in a choreography or an action. The bones are the key to controling the rigs. For either rig, you will want to turn on the Setup pose slider, when in a Chor or an Action. I'd still like to see the step-by-step screen captures for how to make the expression, if that's alright. *File Removed*
  10. -Steven Cleary: I'm trying that out. Evidently I'm lacking experience with using expressions. Would it be too much trouble for you to take a series of screen shots of the properties, in order to show the steps I would take to do this? It's not working for me right now. Thanks!
  11. Basically what the subject of this topic says. How would I set up an expression on a bone so that for each degree I turn the handle of the bone, it's scale in local Z axis scales up a set number of units (the bone gets longer by an inch or foot or whatever as per degree of rotation). I'm trying to set up an infinite scale control on a bone without using pose sliders. Thanks in advance.
  12. Thank you Morgan. I've downloaded the fixed model. The owners of the model have approached me and requested that the actual model files not be posted to the forum. Please, could everyone delete any copies of the Julia files they might have? Morgan, could you please remove the link to that zip file? Sorry about that. And again, thank you for assisting.
  13. So are you saying remove all control bones and geometry bones except for the hands and fingers geometry bones? And then after this add the other geometry bones, then flipper, then rigger? Or do you mean, just strip out all control bones, except the hand control bones? And also remove the relationships for the control bones? And then use Rigger on what's left? In either case, the upper body bone would also remain. Would this be just the geometry bone (Spine7... or whatever) or does this include an upper body control bone?
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