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  1. Very nice "spooky" ambiance... this has a lot of potential. Cant wait to see how this image/project progresses, especially with a dark creepy night sky behind (?)
  2. Congratulations on achieving this. Several months ago I asked if I could drop a day at work and was refused. (Obviously I didn`t tell them it was mainly to work on my own projects ) No, I`m not bitter Animation is a slow process isn`t it. I am lucky to have others working with me but they are getting up to speed with the software at the moment. I am just slightly ahead of them. Lighting - I purchased the book that David Rogers mentioned. Digital lighting and rendering by Jeremy Birn. It`s excellent and covers more than just lighting. Texturing and compositing etc are also featured. I really wish you well with your project. Every time you post it just looks better and better. I think it`s going to be really impressive by the time of completion. Dale.
  3. Robcat, Not sure about the external file thing... sorry... All, JohnL3D posted a project file not unlike the effect above some time ago. I think he plans to keep it on his site for awhile... At least I hope so... Since it's version 10 he may get rid of it to make room for new stuff. So, get it while you can. Link: http://johnl.inform.net/pages/10material18.htm
  4. Hey, your project's really coming along. Nice.
  5. WillP

    V11.0 Beta 7

    Windows versions can be found here: 2004 CDROM (Orangutan) dongle (HASP) Version Multi-User Dongle Version Beta FTP area V11.0 Features V11.0 Online Technical Reference V11.0 Beta now requires dongles to be programmed for year 2004. If you receive a hasp or "No Authorization" error you will need to have your dongle upgraded for the 2004 subscription. Contact upgrades@hash.com for more info. Run the RUS Utility to get your HASP ID#. After receiving an update code from support@hash.com you can use this utility to flash the HASP. ----- Fixes since last Beta version. Fixed problems shift clicking points to add them to group (duplicate cps added) {Ken Heslip} Fixed problems selecting splines Added option to turn off Smart Force Keyframe on tools:options:action tab, and fixed prev key interpolation. Fixed items modeled along y or z axis being clipped when zooming or turning {David R. Britton Jr.} Fixed models whose model bone is translated being clipped {Mike Kalton} Using Pick Patch to add to a group updates patches with group color right Fixed picking cps from the back side of the model in shaded wireframe mode sometimes Fixed group's pivot property not updating etc when clicking between cps {Jeff Lee} New Feature, Embedd All from the project's context menu Fixed copy paste patches with group images or decals {Jeff Lee, Ken Heslip} Fixed crash when private chatting in community Rarely used menu items when used now appear visible better.
  6. ** EDIT: 4/8/04, update has been posted on page 3.** Hey there, folkses. I'm making strides in my first big Hash project. The modeling for my merman character is nearly complete -- by complete I mean "all parts are there", not "perfect". I doubt I'll ever get it to that point. Anyhow, I want to make sure the proportions and overall look strike people well. Once I fine-tune that, I'll start decimating unnecessary splines and then -- *gasp* -- texturemap it. I know the bottom of the tail ends a bit ... flat. I'll fix that. Thanks! --Ross
  7. Yeah, I knew you were going to get weird artifacts around the decal given your prior image. There currently is a problem with alpha channels on transparency maps only trimming the areas that are pure black. You could have made a gray scale image and done a semi-hack to make the black look more like the underling material, but the problem will go away all together when the alpha problem gets fixed. (And yes for any one wondering the problem was reported with a sample project)
  8. Greetings I had to abandon the project for some time.. but I am back now, and little by little I will continue it... i did a little animation to test Two2go´s rig ... comments are welcome ... always cheers Xtaz two2goandando5.mov
  9. Finally getting to the end of this project. A couple things left to but thought I'd post a pic so as to ask the following question re: the backdrop. I added a gradient backdrop as someone suggested but i'm not pleased. The question is, why don't the colors behave the same in the chor as they do in the model window? I presume it has something to do with light color? I'd also love to hear any comments on this scene. Cheers. Doug
  10. you will also need this tga for the project .. treemap.tga
  11. and here is the test project file TreeZ_03_test.prj
  12. Step 2: Test for Depth now invoke the TreeeZ plugin. we are doing this to find out how many levels your tree will have. depending on your target surface and on your locality curve the number of generated levels may vary greatly. the example tree had 8 levels (0=the topmost level, 7=the trunks base) note the number as and reload your saved project
  13. ok heres a small tutorial on how to create a tree with an animated target surface: Step 1: Build Target Surface first you need to construct your target surface. i have just made a "half-torus". i have also added a bone and assigned the targets cps to it. you can also see the "base" group. now is also a good time to adjust your thickness, branchlength, regularity and locality curves if needed. save the project.
  14. Thanks Marcel, without TreeZ and AM11 it would have been a lot more time consuming This project is illustrations only.
  15. "ah... codec trouble!" I DL'd the MOVs and AVIs of your "deck" and "patent" anims to see why you got such different results. Here's what I got... Deck.AVI is compressed with Cinepak while Deck.MOV is compressed with Sorenson. Sorenson (not available in MS Video for Windows) can compress far better than cinepak (written long ago for very slow CPUs with slow CD-ROMS) So why are the "Patent" anims so similar in size? While patent.AVI is also in Cinepak, the patent.MOV is "compressed" with the "Animation" codec. "Animation" codec is a mostly lossless thing. It's usually set to "no compression" and used in situations where the footage that comes out of your 3D app needs to be taken into some other compositing app like Adobe After Effects for use with other visual elements. It is good for this purpose because it's the only codec I know of that preserves the "alpha" channel. But once the project is finished it is compressed with some other codec to reduce the distribution size. "Animation" codec does not produce small file sizes. It's really badly named because it leads many to think that's what they should use for their animation. So, you're patent.mov could be much smaller if you redid it in Sorenson. MS Video for Window (AVI) really doesn't have any good codecs built in. Divx (an add-on codec) compresses very well, but: - most people don't have it installed - many are confused into thinking they have to buy it when they go to the DivX site to get it. - Some people never get it to work. If you need to publish a PC-flavored file, how about downloading the FREE "Microsoft Windows Media Encoder" from the MS site and use it to create WMVs? Microsoft Windows Media Encoder has great audio and video compression, really about the best there is right now. And every PC owner already has what they need to play WMVs.
  16. Hey Gerry, nice work! Dunno if you've tried it, but FlashMX has a video import from Quicktime that gives you more granular control on the compression. It uses the Sorenson algorithm and it worked pretty good for my newbie project in AM. For example, my first animation since picking up AM about a week or so ago cut the file size in half using Flash MX. It outputs as a .swf file and naturally can play embedded with a browser that has Flash installed which is almost all major browsers. Depending on how much clarity you want, it might just work out. Try it out and good luck!
  17. I can tell just looking at the image that most of the normals in the nose are pointing in the wrong direction. The 5 pointers might be pointing out, but some of the other patches aren't. All the patches surrounding 5 pointers have to all be facing in the same direction as the 5 point patch or the ones facing in the opposite direction will cause the black creases at the edge of your 5 point patches. Remember you might also have to save and reload the project after you flip the normals to get it to render correctly.
  18. Please tell me this won't trigger the Apocalyspe. But if it would, then don't tell me, because that would be the 1000th post and... I downloaded the project but it seems to be looking for an external model which is not part of the file.
  19. *Hope this isn't my 1000th post... It's not suppose to be this one! Forgot to update here: Since I probably won't be able to retrieve my 3D walk cycle anytime soon... I'll post the basics idea here... with more to come. The *trick*: What the previous images consist of is 3 instances of the same model dropped into a choreography. From the choreography adjust any one of the models CPs/Splines to create depth. Don't adjust too far if using line rendering or the separate lines show. Lines that are extruded into patches have much more flexibility in thickness... *Note: The models do NOT have any solid patches (in the middle of the model) so only the outline renders. The background is white set in camera settings. Attached is a pretty much useless line test project. But it shows some of the basics with both line rendered and patch render lines. I may recreate my 3D walk cycle if I can't retrieve it.
  20. looking great, a subtle splash of a colour theme and some nice lighting would do it wonders. is it going to be sandy or rocky? did you get the light to project a fake caustic? perhaps projecting a looping video would be good for animation? Nixie
  21. Thanks zacktaich! Here's project files... skull.zip
  22. Thanks for the comments. I wish I could work on it right now! I am in the middle of a disasterous project. deadline looming....total brain lock! Oh well. Always the weekend. Question about your username: Is it "mediaho" like "westward Ho!" or more like the prostitute thing like "You're just a damn mediaho!"? Just curious. Vernon "Media Prostitute" Zehr
  23. Wow, he is really turning out. What exactly is your project?
  24. Possibly when you made the character in modeling mode, you may have ended up with a group that was copied over the pre-existing project. One set of mesh being boned and the other not. Try checking in the modeling mode for an extra copy of your character.
  25. One last stupid question: How do I get it to render so the targets (and patches) don't render? 1: dont use4 patches for the "target". splines are enough, you can just draw a freehand spiral object and get great results. this spline of course wont render 2: delete the target surface after tree generation (OR: copy only the tree object into a your desired project) 3: give the target surface transparency and/or a leaf texture if you are after that kind of look.
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