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  1. AhOh. Almost sorry to let the secret out of the bag. Excellent! An old trick expertly implemented (if I may say so) by you. Wish I would have thought of that myself! Keep on posting! This (and your project) is gettin' good. Rodney
  2. I designed it to perform well for the intended task in my project. It would be nice to be able to concieve of every single eventuality and make something to please the whims of everyone, but I don't see that happening anytime soon. Javier
  3. Crazy people never know they are crazy. However, I did DL your project and see the same problem you do... I can advance to any frame then step back and the particles won't be positioned in the same way they had been before. Upon stepping back the smoke things seem to take on a more orderly, circular arrangement as if a turbulence was being omitted. Just a guess. I don't think this is the way it's supposed to work; particles are supposed animate the same no matter where you jump into your animation. If that's not true then rendering in passes for compositing purposes would be a hopeless technique in A:M, no? If you need to get this sequence rendered quickly in one "take", how about a 4-pass "multipass" render. I got 640x480 frames in about 35 seconds each that way and they didnt' look bad. There was detectable aliasing only on the ship itself and since it's crashing into the ground... who's going to notice? This is a neat looking shot you're putting together. Since you've got it all zipped up, you might as well ask the Hash folks about it. Either there's an A:M reason it's doing this, or it's misbehavior that needs to be corrected.
  4. I havent messed with the preroll thing before.. I'll take a look and see when I get a chance tonight. What my opinion of what's happening is, the collisions aren't being calculated properly. But i've been unbable to recreate it outside of this project. anyway here are some shots showing what the problem Im seeing Is: when I step forward from 0:0:00 to 0:00:29 the particles look like this. when I step forward to 0:01:00 the particles look like this. then when I step BACK to 0:00:29 the particles look like this. rendered frame 29: then when I restart the render on another dat at frame 30 the particles look like this: which is quite a bit different. -D
  5. Curious. I may be off the mark here but... Can you adjust the preroll? Does the option exist for you to adjust? If you can perhaps you can lower the preroll in your second instance to match the first. I've downloaded your project and will try to look at it first chance I get. Rodney
  6. Bummer. Well at least you completed the project with good results. Does that mean you'll be posting a new Hash to Flash animation for us in the near future?
  7. Here's one of the sets that's in the process fo being reworked - I actually laughed at the original when I loaded it into A:M the other day... sweet laughter, the kind you voice when a child mispronounces a word. It's a house perched on a hill (I'm very fond of cliche me), the hill as yet isn't there, and the staircase is going to be constructed kind of on stilts. What textures are there are those left over from the model's childhood. The rocks are textured with a material at the moment and it's giving me one heck of a render hit. I'm trying to work out what'll be the best way to decal them. bakerrod - I considered updating the boys hair to the new alpha hair but I don't think it's a necessity and I've got to be ruthless if I'm going to get this project finished. Anyhow I like the stylised look his 'solid' hair gives him. I might however, give the hill some new-hair-grass, if I can manage the render time correctly that is.
  8. John, IGORR....Independent Gantry-Occupied Research Robot, the ultimate lab assistant for the modern day mad scientist Hmmm... IGORR Intelligence Guided Occupational >This dudn fit Research Robot Intellect Guided Original Research Robot Industrial Grade Organizational Research Retrieval (or Robot) Interface Guided Organizational Robot Research ™ I Go On Rest and Relaxation Don't suppose you'd use *my mad scientist* in your project if I donated him? I'd like to see him try to drive that thing. Not to mention fight your superheroes. Rodney
  9. That is looking great. I can't wait to see what happens with this project.
  10. Hi All, I'm currently caught up with another project that I'm dead-lined for. However, I was able to squeeze some time to work on the texture map. Here's what I've come up with so far. This is just the color map with no bump or spec map. I will add those over the weekend. Aside from a few minor tweeks on the map itself, I think I'll stick with this one. I still appreciate any suggestion on how I can improve upon it ******************************************************************** A special note to Jim Talbot - I have not yet gotton around to fixing the eye lids but I'll do so soon. Thank you very much for the suggestion ******************************************************************** Luv Patos
  11. Yes! - I is now . I immediately got on to Steve after seeing this phenomenon and he made me a fellow, not quite sure what to do with this title or if I am exactly worthy but it does have a certain feel good factor LOL ... I have been working on this project on and off the since summer 2001, intially creating the characters and then working on the sets and stories. I feel bad since I should have much more to show for it, but I have been side-tracked with other software, computer games, SCUBA, learning 3D, LIFE and stuff. I didn't really get into creating the first story until the end of 2002. I am hoping to get the next stroyboard out before the end of March. After that I will either work on the next story or set about improving the texturing/lighting of the existing ones or animating parts of the existing stories or all of em if I win the lottery and can give the day job up Either way I intend on being more disciplined
  12. And JohnL who taught me that ANYTHING can make a great demo/project! Sorry. Done now. Rodney
  13. I started to post a reply but looks like I got distracted in the middle of it and it never got sent. Love Firefly. I can appreciate the work that went into it. Not an easy thing to do in any 3D package much less POVRAY/MORAY. The best I could do back in the command line days was make an army of manequins march across a checkered field. (Ahem. I was rather proud of that at the time as I recall. Even though everyone I showed it to looked at me like I was from another planet) Good luck on completing your current project. Rodney
  14. I need a bit of help: I'm working on a head and I need to delete half to do a copy flip attach but each time I try the app drops to desktop. this happens in both the latest alpha and in v10.5. I need to delete these points to do a copy/flip/attach. Any ideas? I've been trying for 2 days. I've attached the .prj file. the points labeled "delete" are the ones I don't want. -Project file removed- (Will post pictures later)
  15. That did it, I got that solution from several people on IRC, I wonder why that does it... No, I wish.. Thanks all, I'm now taking down the project file.
  16. Ive had this problem myself onceor twice. I copied the whole model into another empty model window and saved it. Close and reopen the project and u should be able to just use the newly copied model for the copy/flip/attach. SeanC.
  17. still does it, the problem is the delete, not the copy flip attach. maybe there's a way to go into the project file itself and just delete the cps. I'm confused.
  18. Zack, When I opened the project it wanted the porcelain material. I have found that you can't paste into a model with porcelain applied. Delete the shortcut to porcelain from the model and then try to copy-flip-attach. If A:M quits when you try to delete the shortcut, drag the shortcut up to the materials folder instead, and then do the copy-flip-attach. Jim
  19. That's a fairly lean model. Are you referring to bogging down in A:M or the game environment? Water - water everywhere and it takes forever to render. Will Sutton offered a very nice ocean combiner material he made for one of his projects. I think a general search for ocean might produce the original message. Bobbing and rolling on the ship could be done using a variety of methods. Probably the best would be straight animation - which offers maximum control. If the motion is cyclic then an action with stride length would work. Place it on a path and it would be like a skiing rocking horse. A path system using a stern and aft bone could be setup to follow paths. With 3 paths and a few bones. A ship rig could be made to do anything the path dictated. Project file: http://home.comcast.net/~frank_h/sea-rig.zip ============================================== Umm.. There are more complex dynamic rigging solutions that utillize the surface features of the mesh. This would be very restrictive, but could use a water surface made of a cloth spring system. The path could also be cloth and drapped over invisble controlling geometries such as crest, wakes and breakers. I suppose forces could be added to add extra turbulence to the surface as well. A:M has all of these features and with lots of patients, many hours of experimentation and a bit of imagination they might be able to do such a simulation. There is also the expression system to explorer as well. Unfortunatly, this potentially powerful feature is not comprehended by left brain challeged people like me. If memory serves me right, Marcel Brinkman is working on a reactive water plugin that reacts to external objects.
  20. Well, decals are actually faster to render than fancy procedural ones, so don't worry about that too much. I don't know what speed your computer's at, but when I have a project or a model that's loading slowly or the tool that lets you rotate around your object to work on it, I generally switch to wireframe, or lower the resolution (on Windows computers it's page up=higher res., page down=lower res.) Hope that helps -Andrew
  21. Hey Pengy, I think you can fix the bare patch by selecting the group that it used to belong to, then hold the shift key down and select each CP in the affected area and along the edge. This will add them back into the group. You may have to save, close the project and re-open for it to appear correct. Keep splining Glenn
  22. Hey everyone, Here is a quick render with a decal (my first! Thanks Jim T. for the excellent tute) on the Attacker model. I have actually built a few other models but I haven't posted them yet. Maybe later this week. I haven't added any bump maps and other goodies - I want the brighter red to be glossy but haven't worked that out yet. As always, C&C welcome Paul WIP site for my minor project: http://www.omoanime.com/wip/attacker.html PS Is this the best way to add updates? Or should I start a new topic?
  23. From: Katie Holden wtfovr52@yahoo.com Date: 2004-2-8 05:03:55 -- I really like the mother. I also keep the movie of the baby around when I need a pick me up. Katie Shaun Freeman wrote: Hi everyone, I've started working on the next character for my project/short film 'the cuckoo'. If people are interested in having a look, I've posted a 360 degree quicktime on my WIP page. Any comments or suggestions would be much appreciated before I really get into the texturing and rigging. (ie. If I make changes, I'd prefer to make them earlier than later) In any case, any comments would be welcome. Click on the 'mother wren' link [url="http://www.shaunfreeman.com/wip.htm"]http://www.shaunfreeman.com/wip.htm[/url] -- Shaun Freeman www.shaunfreeman.com A conclusion is the place where you got tired of thinking. -- Matz's Maxim === Animaster Mailing list === Unsubscribe and other options @ www.hash.com/support/maillist.asp = ---------------------------Do you Yahoo!? Yahoo! Finance: Get your refund fast by filing online Html-Removed .
  24. You weren't kidding about image heavy. If the subject was broken down into parts you could categorize images across multiple pages. Perhaps using a half body image with frames as your menu system would make it easier to manage and download the content. I wish I knew more about the Flash SWF system. The Camtasia software is a bit expensive for hobby use, but it would handle this project with ease and amazing efficientcy. Feet: Hmm.. Think about this appendage and approach it as you would a hand model. After all, it's basically the same with the exception of function and scale.
  25. zacktaich - NO I model all my fishes from the ground up cuz they all move different and needs to be design differently. I have created a colour palette and I have a model sheet am working from.. So I have all the colours I will be working with, ( green, brown, orange, yellow, black ) are some of the main colours... But I will make a few ajustments.. bakerrod - WOW thanks for your feedback, This is a personal project.. it's hard to believe that my work can be inspirational but thank you.. it's hard getting ideas from your head to papper then unto the computer, but I am trying my best.... here is a small update.....
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