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  1. Hey David, I too am glad to see this "secret" project is still alive. He looks good. Now, how about a cast shot? I never got to see that cherry, if I remember right :-) John
  2. Hi Gang - Attached is the early stage of a my first *scene* in A:M. There will be an inhabitant and grass and all that .... but I'm posting for your comments. Thanks for looking. Doug click me ...
  3. Wonderful job there, duuude! Suddenly I get one of the last scenes from Chinatown with this guy in it. "I'm a fruit" slap "I'm a vegtable" slap "I'm a fruit" slap... Well, it's early here. Really like the personality that this character has already. Best in continuing this Secret Project.
  4. Is this secret project still underway?
  5. I'm working on a personal project I hope to animate sometime soon. When I finish this model, it will be my first real completed 3d model. The entire thing is being modeled in Animation Master 9.5 (atleast until I upgrade to 10). As I get further along, I'll be posting finished models, textures and storyboards. Any tips, crits, or input are greatly appreciated. I'm teaching myself as I go.
  6. Okay, not looking so much for textures, but how to make a decent texture myself, you know? i want to make this a 100% me project, as far as actual resources goes, credit will go out to all those whom have offered help and suggestions!
  7. Thanks, Gilles. Dagooos is right about the 5 point patches with the normals facing the wrong way. Once you flip them they still might not look right but save the project and then open it again and they should be better. Jim
  8. Guest

    v11 alpha Hair WIP

    Hello Jim! Great work indeed. I was wondering if i should use AM for my next project, that model sure makes me think hard. The way porcelain is handled now sure is much better, but i get plack patches where my 5 pointers lies, tried redo them many ways but no success, any suggestions? hmm, i will have to start posting more to the forum if i want to get rid of that newbie label! Again, love the work, and from your splineage i'd say she'd animate real well, when do we get to see her in action? Gilles
  9. Really good costume design. Especially like southern cross's costume. Too bad about the ZB tute. I'll experiement my self, you just keep on with this project -- it's a lot of fun it seems for all of us to see!
  10. More superhero costumes and ideas. I'm filling out the universe a bit because I'm trying to to decide whether I remove some expression poses for the sake of making the characters simpler to animate. Joe Jacks: I leave specular highlights on all my characters until I'm sure I've finished modelling(including modelling poses). Specular highlights tend to show up patch problems, especially on 5 pointers. As you can see texturing is coming. CRToonMike: it got lost when we moved to a new ISP, and I haven't had a chance to search through the backups. If I can't find it, I'll do a new one with the texturing on this project, but it's time, time, time There's quite a few improvements as well. Obnomauk: Yeah , a solution. I did a quick search and there even seems to be an opensource PC emulator. Thanks David. Thanks Phil & Mega. I feel like the momentum is building again. Tentative names Nuclear Dude Southern Cross Captain Caffeinne(every animator's friend, just don't call him a short black) ??????? Off to animation test 1 now.
  11. i suggest you use cubic vr software to make your game's scenes. The way to do it is this, set the FOV to 112.5, and render front,right,back,left,up,down, front=0,right=90,etc, top=front+90Vertical,etc. Good luck with you project.
  12. Been following this thread and it's lotsa fun watching the evolution of a project like this. Of course, John's great characters make it that much more fun. Am kinda curious though, about using ZBrush and A:M together. There is a tute on ARM, but it comes up 404. Where is it, John? Very interested in reading it. Great work again.
  13. Parlo

    12 -

    I thought that it was time I posted something more substantial so here's a still from my new short "12". I can't say enough about Skycast and how much it has helped me so far with this project - the ambient light effect here is created entirely with that rig and it not only looks sweet, rendering it doesn't take an age either. Thanks to those who've helped out on the screw heads - I ended up using what I'd already built as skycast is very forgiving when it comes to minor flaws in patches. Did I say that it was rather good? There is still a bit of texturing work to do, but I've made good ground with the animation. I'm working to release the first episode of "12" by mid December - pay projects are starting to eat into my time again... Anyhow, looking forward to all your critical views.
  14. OK here are the files. The AM projects should have all models embeded the one decal for the paper is included with the project. The rain texture is a separate download as it is 9MB zipped. The AE6 project ZIP for the text also includes the TV Off video. Matrix Rain Loop Video (9MB) AM Project Files (240KB) Matrix Rain AE6 Project File (440KB) Sound Files (6.25MB) Jeff
  15. I made this video for the Stats Prof. at USF. He does a Jeopardy type competition for his class and always makes a joke about going to commercial (the class is taped and replayed 10 times per day and on WUSF at 1am). My girlfriend is a TA and he asked if I wanted to actually do a commercial. I'll post some wireframes later today....Actually I'll just post the whole project for anyone that wants it. Basically modeling was fast. The alien guy was made for another project: Floating TV Cooler I did for school. He's made from a few stretched spheres. The pencil and desk were done quickly and I just used surface properties for texturing except for the desk top and that is a FBM texture I think The walls and floor were copies of the default ground model set to white with the diffuse falloff set to 0. The lighting was a pain. I think I have 40 klieg lights (trying to get a GI feel with v9.5) which cast soft shadows and white light at 5% intensity. The Matrix texture was just text animated in AE6 (I'll post this project too) I used the new text animation stuff in v6 to create a 640x480 clip that was 30s long I think. I used this as a color decal on everything in the AM project which was a duplicate of the non-Matrix textured project. Then I rendered them both in NetRender overnight.
  16. thank's i'll try it hopefully i have the patience as you to finish them. i'll start modeling a car and it takes about a day (3-5) hrs. then once i have the car modeled (except for major detailing) but the basic model like you had but the model will have some artifacts on on door moldings when i do a quick rendered so i call the project a flop and start over since it doesn't take long to model. but it just getting the initial paneling the way i want it. So when this is done it will have a realistic fell with moveable doors and maybe hoods.
  17. Hi Jim ... or shall I say "Spline Man" Great work (as always). You must be the guy I've seen who's got A:M best under control. I wish I knew how you get a model in AM so smooth. Are you 100% AM compatible or do you just have the world's patience? By the way, I'm using the same type of effect in my current project (A Music Video), however, in Ulead products it's on board (not a plug-in). Enough rambling... If you hadn't mentioned the finger nails and hair I wouldn't have noticed as I think you are "the Man" and I don't scout any pictures of your's for mistakes. (They are truly few) Great work Francois
  18. I had this same scaling and positioning problem when I shifted over to 10.5 - I found that if you save the project in 10.5 (using a different name just in case) close it then reopen, everything returns to as was before. Strange but true. The data is still there, 10.5 just needs a bit of help finding it.
  19. This has happened to me, too! I thought my project files were simply corrupted, but if it happened to you too, it's probably a bug. I'll send a report to Hash if you do... Great image, by the way! Zach
  20. We have a need for an animator on a project basis who is proficient in medical animation. You must be able to design and animate a throbbing human heart, blood flow etc. Prefer it if you live near or in NJ. Please send reel to MediaMix 315 Route 17 South, Paramus, NJ 07652 Please include your hourly or day rate. JJV
  21. I wanted to work out how to make a body deform when it hit itself. For example if a hand went into a belly. I have attached my test project if anyone is interested. Open the action and move the last bone in the "arm" chain or just play the animation. When it touches the "belly", it deforms so that there is no intersection. How it was done: There is a bone rooted to the belly area that points towards a null which is a child of the hand. "aim to reach" is set to "on". I made a realtionship for the z scale of that bone then moved a pose slider which deforms the belly and pressed the button to stop making a relationship. I then opened up the channel for the relationship and started editing it so that the belly moved in such a way that there is no intersection. This is the best way that I could come up with for doing this and doesn't take too long to set up. It isn't perfect as it relies on a sphericle area of influence. I guess that it would be possible to set up a system of several compression devices to get more detailed movement. If anyone can think of a better way then It would be interesting to hear it. Body_Collision_tests.prj
  22. Hi A:M freaks. I'm Pablo and I'm living in Switzerland/Europe. This year I'm finishing school and there I have to do a "diploma project". My topic was animation, and here is my result! I'm finishing cutting the scenes, I hope I can add later on some english subtitel... I hope it goes online in a few days, here some nice screenshots cheers
  23. mega, the waterSurf plugin is currently idling 1. due to my tight schedule. 2. because the water sequence was taken out from this animation but i will finish the plugin soon. it will be released as a part of the resurfacing pack (conform). after that i'll go to the "water" plugin project (dont hold your breath though, this may take a long time to finish).
  24. 7.1? Great time to upgrade! Can't wait for the teeth and tongue, these elements really help add more "character" to the models. I have only "played" with v11 for a day or two, so I honestly can't say if you can use spring-constraints on the hair to have a "cloth" feel to them. However, it may be possible. Check out the alpha forum - http://www.hash.com/forums/index.php?showtopic=948 http://www.hash.com/forums/index.php?showtopic=1139 There is a nice thread covering hair. I would bring your question over there and see what the others, who have used v11, have to say. I know that ZPiDER has done some awesome stuff with it, as well as Pequod. V11, and hair, really pushes A:M into a new level of playing field. Amazing work being done by Hash, Inc. I plan to dive into v11 in about a month or so when I finally finish my current project. Have to say, I'm excited...
  25. ZachBG: Yup the splinage is light but I did a few quick tests(stills only) and it seemed to work fine. Mega :Skycast is done except for some tutorials(which will grow out of this project) and me getting my act together for the webpage. I'll add more rigs as I need them for our productions and will look at Skycast users requests. The Update Anyway the image front is a bit quiet as I add bones and Ik to the models. Thank goodness for the Setup Machine. I'm using fan bones to shape the transition areas. As you can see there are some problems with the shoulder, thigh and knee joints. I'm pretty sure they'll be easy to resolve.
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