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Found 83 results

  1. Every Saturday A:M users gather to ask and answer about A:M... or anything else that comes up! I haven't found a great way to record these sessions. Currently i have to record my screen and the participant audio separately then resync them together in editing. That is why these recorded versions don't appear instantly. More will appear in the future. A menu of topics and times appears when you "Show more" on the YouTube page. July 28 2018 - Main topic: Squetch Rig Opening chit chat in progress. (robots, US image abroad, TV panel shows)~ Squetch Rig CP weighting and attaching advice from David ~ Film: Australian Rules Football... the first Flop? August 4 2018 Opening chit chat...white hair and wrinkles ~ that vision thing, glasses cataracts, retinas ~ Pose slider problem ~ constraint target eyedropper problem ~ Pose slider problem looked at some more ~ David advises on Squetch face rig installation ~ closing movie presentation, Mitchell and Durant October 20 2018 David's mic not working ~ Charles' Mac installation trouble... ~ solved! ~ Image Contest plugged ~ Charles' car spy photo models ~ Squetch Rig question for David October 27 2018 Andy AKA "KingVidiot" makes his first appearance! ~ Mark is employed again! ~ Andy asks about building buildings. Mark has advice. ~ Discussion of Polygon Prop import ~ Andy wonders if TSM2 is still used? Yes! ~ Inquiry about old Python plugin ~ Image Contest reminder. Planes Trains Automobiles. ~ Polygon import cont'd ~ Old movie talk ~ Polygon import cont'd ~ Talk about render strategy ~ Invisible leaf mystery solved. November 17 2018 Using Mac license on Windows ~ Layouts are news to Robert ~ Mark's freelance job ~ Zevel? ~ Robert's sparkplug spiral ~ Cookie Cutter maps ~ tutorial on Snap to Surface? ~ Robert's "safety" model for contest ~ Robert's demon sketch ~ medal for last contest February 16 2019 Creating a switchable double FK spine... from scratch. And how to animate it too. June 13 2020 Creating a Pose Slider that reveals a building from bottom to top. June 20 2020 Use Boolean and Pose slider to reveal "S" shape ~ Sprite particle color change over time June 27 2020 Various strategies to dissolve a model to particles or sprites. (see forum post for solution to "spade" problem encountered) July 11, 2020 Opening chit-chat... the weather! ~ Bullet rigid body dynamics basics ~ Bullet soft body dynamics experiment with lo-res sphere ~ Bullet soft body better results with donuts ~ Emitter rate settings... in Material vs. in Model vs. in Chor ~ Hawaiian shirt simcloth demo on forum. PRJ with a rigid body and soft body example from the discussion... BulletTest04SIMMED.prj See forum post for more successful BulletSoft Body sphere PRJ: https://forums.hash.com/topic/49861-bouncy-soft-body-ball/ July 18, 2020 Using Simple Scatter plugin with Bullet dynamics in Animation:Master along with some discussion of particles and forces. July 25, 2020 - due to screen capture problems this session is in three parts... Part A - greetings ~ Tom poses a question about making fluid particles splash like paint ~ discussion of video reference ~ Tom asks about a glowing line animation he has seen. Tom's example does not show in the screen cam but can be seen at https://youtu.be/kkGeOWYOFoA) Part B - continued discussion of particles and forces ~ brief overview of "painting with light" tutorial series ~ we will watch an Oswald cartoon Part C - Oswald the Lucky Rabbit in "Oh, What a Knight!" with live commentary by Robert, Andy and Tom August 1, 2020 Building a seamlessly switching FK-IK arm rig... from scratch! ~ Brief discussion of Streaks v. Sprites PRJ seen in demo... FK-IK Demo2.prj August 8, 2020 Part A Discussion of Sprite Particles Part B For Copyright reasons our group viewing of Hockey Homicide can not be included, but you can watch it at that link Part C The audio synch for this segment is hopelessly messed up but we did answer John Lemke's Expression question. August 15, 2020 We discussed ~ working in hot weather ~ the advantage of the IK spines, found in TSM2 ~ looked at the functionality of the Pose sliders TSM2 creates for arms and legs ~ began a quick example install of TSM2 on Thom The animation shown regarding IK spines can be seen at https://www.youtube.com/watch?v=bTc1-M0WBpQ September 5, 2020 We do a basic start-to-finish install of the TSM2 rig in Animation:Master Opening chit and chat ~ TSM2 Demo begins ~ Discussion of model issues ~ Invoking TSM Builder plugin ~ Builder Menu basic options ~ Scaling/fitting bones into place starting with spine ~ Fitting leg bones ~ Fitting arm bones ~ Fitting finger bones ~ Question about roll handles on arms and legs ~ Invoking TSM Flipper plugin ~ Quickly Attaching CPs with Auto-Assign Bones ~ Invoking TSM Rigger plugin ~ Test of rig ~ Discussion of TSM finger gizmo ~ UN-choosing TSM finger gizmo ~ Discussion of TSM2 "head" rigging problem ~ Using non-TSM three-bone fingers ~ Concluding chit and chat September 12, 2020 CP weighting solutions for common rig problems. Tom has been fighting wild fires! ~ A look at the simple Auto Assign Bones result from last week. ~ CP weighting the Rabbit. Reverting to pre-Flipper version ~ Re-arranging finger bones and testing new placement ~ Flipper and Auto Assign ~ The Spine. Making a test Action and assessing results ~ CP weighting Spine ~ The elbow. CP weighting and fan bone solutions ~ Test Action for fingers ~ CP weighting hand and fingers ~ Trick for doing lots of 50-50s quickly ~ Fixing the knuckles ~ Analogy of finger rigging to leg rigging. ~ Andy's Q about adding bone for bottom of sweater ~ See you next week! September 19, 2020 Continuation of previous rigging topics Tom's power is back! ~ Tom's satellite connection ~ ELO, Jeff Lynne, The Traveling Wilburys ~ How to use TSM2's "Parts" tab ~ Why spline rings in middle of bones? ~ TSM2 Parts tab (cont'd) ~ CP weighting Rabbit hips/legs September 26, 2020 Continued discussion of CP weighting in Animation:Master Hello ~ Comparison of CP weighting choices ~ A basic CP weighting process ~ Applying the process to the Rabbit's shoulder ~ Applying the process to the Rabbit's upper arm ~ Question about particle Streaks, color over lifetime TailComparison002.prj
  2. that is Snap-to-surface Mode. Button looks like this ---> https://forums.hash.com/search/?q="snap to surface"&updated_after=any&sortby=relevancy
  3. I have heard alot about it,but never really knew what it was for ,surfing on youtube ive seen alot of programs exporting from one program to another and back,and I saw John Bigboote had just posted something about it for v17 ,and is it new in v17? ( Most videos were just timelapsed and did'nt explain anything)
  4. Right now I am working quite a lot with snap to surface, because i am recreating one of my bigger polygon modells. I found some minor problems : Snap also reacts to hidden geometry. That should not happen. Snap has a tendency to snap to geometry on the other side of the model. The bluprint modell as well as to the spline geometry. In case of the blueprint it should be not so hard to fix that by checking the orientation of the surrounding normals. In case of the spline geometry i dont know ... Maybe it is posssible to look in these issues (at least its issues to me). Regards Heiner
  5. Hi Kim. Snap to Surface was indeed introduced in v17. Our forum Search is inoperative at the moment but there are discussions of Snap to Surface somewhere here. I would be curious to know where you heard "a lot" about Snap to Surface. I can't imagine it.
  6. I can't get Snap to Surface to work in a Pose window? Does it? The cursor occasionally displays the Snap to Surface icon but I'm not getting any snap.
  7. In this PRJ, Model 1 has two groups, "target" and "original" SimpleSnapTest02.prj I want to Snap the CPs in "original" so they are on the surface of "target" and I want to do it in a Pose. They don't have to be in some exact spot but i do want to get them on the surface of "target" What is the proper way to use Snap TO Surface for that? I haven't had much success with it.
  8. Reference: [bug]6102[/bug] I'm wanting to explore a few of the reports filed away in A:M Reports in order to better understand what the user was/is looking for and so that in v18 they will be more likely to see what they are looking for. Obviously my exploration will stop short of any coding or programming... but in the exploration who knows what might be found! Report 6102 looks like one worth exploring because it is likely the reporter hasn't yet fully explored the Snap to Feature tools in light of other tools currently available in A:M. General Data: 6102 DJBREIT moderate beta0 Modeling 3/26/2012 Windows 7 64-bit Sevice Pack 1 i7 960 3.20GHz Description: Some extra tool to round out the Snap to Surface This is a new and unassigned report. In the exploration I hope to learn more about what the current implementation of Snap to Surface can do. My focus has been within the Modeling window and with use of models/structures created in A:M but I am not averse to using imported Props. I am just more personally interested in a purely A:M-centric workflow.
  9. Hey - I took a chance to do a job today with the new 'Snap To Surface' tool, and it saved the day! Don't know how I woulda done this without it. Shawn Rogers asked if I could model this 'NEWFANGLED' soccer ball(ref photo) for him... at first I though- NO WAY, but then figured the S2S tool may help in the process and it could be a good test for it. Plus I love the challenge, the ball looks SO simple, yet it is really QUITE a modeling dilemma. 1st- I lathed a really dense sphere and exported it as an OBJ. Then imported it into the chor as a prop... this was to be the surface for me to draw on, activating the S2S function. A couple false starts, a couple rounds of 'make it bigger-make it smaller' and I had a good workable base. The tool and the 'snap group to surface' option worked really well, a couple of times it would snap to the backside surface- but the undo got me back. Whats REALLY nice is when you have the tool ON, you can slide CPs around and they adhere perfectly to the surface. I will post a 360o render when it finishes. The Snap To Surface tool will be available in Version 17.
  10. I am not understanding how to use the snap to surface feature? This is my first time trying it. Can someone walk me thru the steps to get started, please. I have made a SIMPLE obj in A:M (model exported as obj) I imported that obj 1) as a prop, and 2) imported that obj into a blank model. I have tried to use the snap to surface feature both in model window, as well as in chor (with prop) If I try to do it in the chor, and use the Add cp's - I get a path object If I try to create CP's in model that has prop imported in it (used plugin - import, obj) - I can't seem to control how the cps snap to surface. No comprendo. Que pasa?
  11. Hey everyone. I'm considering trying to transfer a very dense figure model into A:M. I was hoping that the re-topo tool would help out, but I was not able to find much on what others had been able to get out of it. Has anyone been successful in "retopo'ing" a high dense mesh, human figure in A:M?? William
  12. I have heard alot about it,but never really knew what it was for ,surfing on youtube ive seen alot of programs exporting from one program to another and back,and I saw John Bigboote had just posted something about it for v17 ,and is it new in v17? ( Most videos were just timelapsed and did'nt explain anything)
  13. Several areas I haven't yet fully explored: Templates to aid in modeling with Snap to Surface (Some will be more optimal than others) Mixing Props and A:M Models to further enhance workflow (What isn't caught by the Prop might be caught by the Model) -- The example of this would be a flat plane that is placed at a point of intersection with the Prop. Should a CP be placed off the Prop then it would be caught by the Model. Animated Snap to Surface (I need to learn to screen capture my tests because I've forgotten my earlier exploration into this area. The idea is to model on top of (or to track) a moving Snap to Surface object.) Further investigation into what Snap to Surface sees and what it allows through/ignores. (This relates to Templates in that a mesh could be built that would allow something akin to Snap to Intersection. Further exploration of the use of Snap to Surface in conjunction with other tools such as Snap to Grid, Magnet Mode etc. Theoretically, Snap to Surface in conjunction with Snap to Grid should result in a semblance of Snap to Intersection.
  14. Rodney

    Circularise

    Using A:M's 'Snap to Grid' in conjunction with "Snap to Surface" will get this done and with a high degree of precision. Grids used with 'Snap to Grid' can be anywhere between .001cm and 10000cm if I am remembering correctly. Changing grid sizes on the fly while modeling is a great way to control precision placement of CPs. In this way, we can get two surfaces really close together without touching one another. Using A:M's 'Snap to Grid' in conjunction with "Snap to Surface" or any of a host of other modeling features will get this done and with a high degree of precision. Grids used with 'Snap to Grid' can be anywhere between .001cm and 10000cm if I am remembering correctly. Changing grid sizes on the fly while modeling is a great way to control precision placement of CPs. In this way, we can get two surfaces really close together without touching one another. Added: Grabbing a group of CPs and moving them doesn't conform to snap-to-grid and I'm not sure if this is by design or error. It seems to me that when 'Snap to Grid' is enabled everything should snap to the grid. There appears to be some tolerance issues in snapping to grid but I need to investigate. Moving with arrow keys always seems to snap the groups CPs to grid while moving with the mouse does not. Edit: It's primary scaling that breaks free of snap to grid. Perhaps the reason is that scaling and snapping to a grid would work against each other?
  15. Hi there, the new Retopo is very cool, and it really bridges the gap to the polygon world! What i miss is a "snap to vertex" enhancement for the retopo. Most polygon models have already a topological structure, which is by itself already a good guide for a retopo in A:M. Having a "snap to vertex" would help very much with models which are not ultra polygon heavy. For example, the head John Bigboote is using in his tutorial here http://www.hash.com/forums/index.php?showtopic=40992 would be remodeled in no time with a "snap to Vertex". I am no programmer, but i guess the "snap to surface" was much more complicated to make than a "snap to Vertex". Most likeley most of the logic and math needed is already in the "snap to surface". It would serve well in models with a average poly count, and the realy polycount heavy models like they come from ZB or 3D Coat can be treated best with with the "Snap to surface". Just for explanation why i got that "Snap to Vertex" into my mind: I just had to turn a polygon model in a NURBS model using Rhino. Snap to vertex was the most important fuction. And boy, while working on that, how often did i whish to use A:Ms Splines modelling with a StV function! Best regards Heiner
  16. It's possible you have something called "snap to surface" on. This new feature is for drawing splines/resplining on an imported polygon prop. Ray traced lights are slow, but you can get accurate fuzzy ray-traced lights by setting the light "width" wider and increasing the "rays" parameter. Use the narrowest width and fewest rays you can get by without grainy looking shadows.
  17. I think I found it. Snap to Surface was toggled and forcing CPs to snap to another surface when moving them.
  18. In v. 17, we got a new feature: Retopology. Something like six years later, I finally got around to using it! :-) Here's a quick bit of niftiness. I needed a cartoon brain for the image I'm working on and it seemed a daunting modeling challenge. Seeing how someone else was able to do it with another piece of software, I realized I could do the same in A:M. I started off with a fairly dense sphere model I created with the Primitive wizard and cut it in half and worked it into a reasonable "lobe" shape. I created a new Cho and placed an empty model for the brain and the dense model and set to work. Once in model mode (with snap to surface clicked), I began drawing squiggly splines on the surface of the dense model, just trying to cover the area. I wasn't actually trying to recreate the actual brain structures. With that, I had a model with a bunch of squiggly lines that matched the shape of the brain. I created a cross section and used the Sweeper Plug-in to turn those squiggly lines into tubes. I then duplicated and flipped it to make the other side and Voila! A quick, squishy brain!
  19. As time was running out I decided to try helmet hair instead of particle hair. I started by using "snap to surface" to draw a spline where the part in the hair would go and then extruded that up and across the head one section at a time to make "the big flip." Then I did that again in the other direction to do the small side of the part. I didn't worry about the back too much since that wasn't going to show in my still image. Turns out, I do my hair pretty much the same way our President does his! (click to animate)
  20. Yes, there has to be a surface to snap to or A:M moves the CP to where it defaults to in 3D space. There are also issues with several surfaces on top of each other (I believe A:M will tend to S2S the CP to the back surface... but this may be related to what you are talking about with regard to the CP being in front of the surface) It doesn't take much for the tool to infer that you want some other surface. For this reason I've taken to hiding parts of a model that aren't needed prior to using Snap to Surface. I then lock down the part of the mesh that the CPs will snap to so the only thing 'active' is the working mesh.
  21. What you did wrong was this: In the chor, go to your PWS and click on your empty patch-model. Then click on the "Modeling-Mode" (F5). If you now click on the Add-button, you will create new CPs in the empty patch-model while being in the chor. That is the way that should be used for polygon-models as references. ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// Snap-To-Surface is also very helpful for creating for example cloth for characters, etc. For that you can use Snap-To-Surface in the modelling-window. First model you character, then use Snap-To-Surfac ein the modelling-window too model cloth fitting the body. Info: Note that you can set a distance-value for the snap-to-surface-tool now (I think from beta 4 or 5 on). The Option for that can be found at "Tools > Options > Modelling > Snap to Surface Offset". Hope that helps a little. See you *Fuchur*
  22. There is a new feature called "Snap to Surface" You import a model or prop and you can draw new splines on it. This would be a way to create a thin spline mesh on a dense polygon model.
  23. Hey Al! Many of your questions can be answered with a 'Yes, but...' which relates to the many differences between polygon approaches and spline patch modeling and animation. As you've grasped there are a lot of things you can do via import of OBJ (and as Nemyax adds... converting from other models) but there's not much of a better way to resolve those than to dive in and see what works best. Much will depend on what you plan to place in your scenes (as static objects) and what you expect to animate (or articulate). Here's a rough attempt to answer your queries: 1) A:M has several tools that allow movement of Control Points on a surface. If the surface is in a cardinal direction this will be considerably more straightforward as keys can be held down in order to move any CP, shape or object in a given direction along a spline. Sliding CPs along a spline in any arbitrary direction... hmmmm... I think we can do that but I haven't used it in my workflow. In the past few years there have been several tools added that allow projection of CPs onto surfaces (or send them to specific locations) that may also fit the bill. As far as my workflow I'd say use of the 4 key to move a CP along a spline is likely the most common. 2) A:M has some very basic tools for this (such as the Cut Plane plugin) but the lack of density in most spline models which is usually of benefit can work against us in that regard. As such it can be hard to maintain curvature of a given spline. One approach to cutting models would be to use another program to do the cutting and then import that into A:M for placement or further refinement. 3) The Dopesheet still works for lipsync (and as has always been the case) can drive any poses. The dictionary can be amended/edited as desired. 4) I tend to work in low rez so I'm not the best to answer this one but in general you can render to as high a rez as your system/RAM will allow. I will add that Netrender... which was separate software in the $500 range when you were using A:M... is now packaged with A:M so you can launch a variety of renders in various formats and have them all render simultaneously. 5) This 'retopology' tool is know as 'Snap to Surface' and can be used to place CPs/splines onto the surface of any prop or patch model. A Prop being in this case being any imported OBJ, STL, 3DS... and a few others). 6) I don't see any issues there but will defer to others with NVidia cards. 7) Yes, I'm sure there will be but the good news is that we'll work through them together one gotcha at a time. You've been missed. It'll be great to have you back!
  24. I believe Kevin did say he had used the "snap to surface" feature with the imported obj, when laying down new splines. My guess it would be the "snap to surface" that is possibly creating the problem. Hard to tell from his description of his process.
  25. Hooo hooo! You guessed that right. I have figured out what I was doing wrong. Yay! It seems I did not have the little new "snap to surface" icon depressed BEFORE I started splining the new model (somehow I missed that crucial step in your video). When I did that - all became wonderful! The clouds parted and the birds began to sing. The problem I had been running into (and still) is that I would create some new patches close to the obj template model, then select those patches, right click (while patches were selected) and select "snap group to surface" option. Not a good idea. That is when things get weird. Some of the cps snap to a far surface, and some don't. It's not clear how to control that. But at least the original laying down of splines on top of a 3D obj template/prop seems to work better. It's the post-"snap group to surface" that works wonkily.
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