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I am starting my website! It is about conceptual "Hyperloop" designs. I have an intersection in motion drawn from the Flownuts Hyperloop Intersection and Puff2 models. The conceptual 'hypertrack' is 15' diameter. The 'hyperpod' or 'hypercart' is meant to fit tight in the track tubes and sized to carry a semi trailer. The website is Flownuts.com or Flownuts.wordpress.com Right now, just to get going, the site is password protected. You could probably guess the password, but just for fun, I'll start with some hints! 1. The password is 4 characters long... 2. It will not make your computer crash, and has no symbols, like a slash... The website is still "Under Construction" and probably always will be, but at some point I want the big public opening. The concept of Flownuts is to be nothing short of the biggest corporation ever spanning Transportation and Media. Any input is welcome to envision what Flownuts Corp. looks like, but the website is meant to be somewhat satirical. I don't know about "parody", but given that many Hyperloop companies have done very little, I think it's okay to poke a little fun at them. All will be welcome. Everything is public. And AI is excited to help with the precise mechanics. (I like CoPilot myself) Here's the look of the "HyperCart" It's meant to hold a semi trailer that is going to load and unload at high speed...The animation has not been started, but it will show: 1. The approach of a train of HyperCarts linked together coming out of the Tube 2. Carts disconnecting 3. Doors opening, cargo unloading and loading new, doors closing 4. Re-connect to carts and re-enter Tube When the cart gets to it's final Transport destination, it can drive on it's own to it's specific location...like a semi truck! With a Tube inside diameter of 15', the Cart outside diameter is 14', giving a 6" gap. The gap will have a flap to catch air for speed. Carts will connect together for long distance transport. Over long distances, Carts with heavier loads (water, oil, etc.) are in front, followed by products, followed by passengers at the back. The most ambitious project is to haul water from Alaska to the Baja Peninsula to develop the peninsula (condos), while dropping water off to Lake Mead.
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I can see now my head was not clear at the time of writing that. To be honest I can't bear to read it, but I'll leave it as a reminder. Otherwise, I have a project I'm starting back up on that may be of interest to some here. I'll start talking about it in a fresh post, but it involves a website mostly. I just renewed the domain which was a relief, so should be good to start.
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[moderator note: many interesting WIP pictures and closeups throughout the thread!] Hi fellow A:M'ers I've just started up an new and ambitious project (maybe to ambitious? ). Anyway, the project is to model the beautiful WWII cruiser KM Bismarck. I hope that I manage to keep an certain amount of details, but as you probably guess, this model is going to get an huge amount of patches. as it is now I have approximately 171K of them.... I make many of the parts of the ship as individual models, and assemble it all in an actions. Let me know what you think so far Best regards Stian UPDATED 03.08.06 assembled: [attachmentid=19199] [attachmentid=19200] [attachmentid=19201] [attachmentid=19202] arado floatplane: [attachmentid=19198] cannons: [attachmentid=17714] [attachmentid=17563] [attachmentid=17564] guns: [attachmentid=17616] [attachmentid=17640]
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When following a tutorial that teaches by making incremental additions to an previous project or when developing your own program in an incremental way, you may wish to leave an existing project as it is and proceed to work on a copy. Lets say I have project in my Visual Studio Solution named Wash002 and that I wish to preserve it as is and proceed with a copy of it. On your hard drive , find the folder that contains it. Copy the folder and paste it into the same directory. Rename the copied folder. I will name mine Wash003. In a program such as Notepad++ do Search> Find in Files... Use it to replace all text instances of "Wash002" with "Wash003" Do the same to replace the ALL CAPS version of the project name... Next use a utility like Power Rename (found in free MS Power Toys) to change all filenames in folder Wash003 that have a "Wash002" in their name to "Wash003" Next in Visual Studio, in the Solution Explorer, on your Solution title>Add>Existing Project... Navigate to your new project folder, open it and choose the .vcxproj file... In Visual Studio do File>Save All to make the newly added project saved in your Solution. I think this will work. @Rodney @Roger
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For at least 20 years (since v11?) A:M has been able work across multiple screens. I have typically undocked the Project Workspace window and dragged it on a monitor of its own. A:M remembers window placements and specific layouts can be saved and recalled. There used to be a limitation that any window you undocked to a second monitor could not be expanded beyond the size of the screen A:M "started" on, but that doesn't seem to be the case now. As far as your laptop, i can't speak to how well its graphics chip will be able to drive two screens, but A:M should not be the problem.
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Don't know if anyone wants to look into this but when trying to copy two of these groups (Cap1 & Cap2) by selecting the group in the project list AM crashes, but if you select with a box then they copy with no problem. I had to make 36 of these assemblies for the Wright Bros. flyer one-at-a-time until I tried this work-around. Just FYI TestCap.prj
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Hello Hashers- I was playing with the latest version of AM 19.5 E and I loaded a simple 10 frame avi into an action window to test whether or not I could advance the video one frame at a time...and it didn't work at all. I tried the same procedure in v19.0 and it worked fine. Has anyone else had trouble loading an avi video into v19.5E and been thwarted? Attached is a bare Project file and the simple 10 frame video I was trying to use. Thanks for any insights! Tom MovieTest.avi RotoTest.prj
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This is a screen capture from the Chor. The parts you reference look straight. It's hard to diagnose this if I can't reproduce it. I notice that the Pose "AngleFrame" has something to do with those parts of the model. You'd never want that at 100% by default so set it to "not Set" in the Model -Likewise for "WingMaps" Things that probably are not the problem but you should do anyway... -Delete all the unused pose sliders in User Properties. RMB>Delete -The PRJ you sent me is still looking to load several mats from the HD. I doubt that is causing the lines to curve, but for future reference, to Embed All in a PRJ, do Project>Embed All Of course, you never save over old versions of your work, you save with an incremented version number.
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It's happening in the modelling mode and in my chor. but when I saved the model out and imported it into a new prj. the problem vanishes. Yet in the chor. in my main project the problem keeps happening. (See attached) It's hard to see in the picture but it's there. So I'll send you the new test prj. with only the model in it in a PM. Thanks
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The Oakville Waterfront Festival poster design for 1999. Reusing the models from the previous year made things quicker but looking back wish I took more time to clean things up, making the models a little less lumpy. Was a fun project nonetheless,
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Here is the project file, Made probably using A:M 98 or 99 so some textures don't look 100 percent when opened in V19.5 feel free to pick apart and use the models as you like. swamp_demon.zip
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Note: this post is incomplete yet and needs some editing. Starting a new MFC "Single Document Interface" style program in Visual Studio 2022. The second video in this playlist of MFC tutorials demonstrates the basics of getting a plain-generic Windows program authored in Visual Studio 2015 This post is to document the difference between what is shown in that video and the current situation in VS 2022. Video time - 0:35 Add new Project to solution (this presumes you already a "solution" loaded in VS) (In this image I am adding the new Project to an existing folder in an existing solution) Choose MFC App, then Next 0:40 Enter Project name (location should default to being in your existing Solution) 2:10 Choose Project options This screen mimics the choices in the video 2:12 The VS 2015 screen in the video at 2:12 has no exact match in VS2022 2:14 This VS2022 screen is default auto-populated with names based on the project name. 2:17 The VS 2015 screen in the video at 2:17 has no exact match in VS2022 2:19 Choose Interface features This screen matches the choices in the video 2:32 Choose Advanced features This screen matches the choices in the video 2:37 Generated Class Options This screen is default populated with class names based on your Project name. 2:51 Created Project 5:30 Compiling the Project now should run default MFC "Single Document Interface" window: 12:15 i had to delete the "Save" Button from the _256 toolbar 17:30 Choose Project>Class Wizard instead of "Add Class", then choose MFC in wizard 18:00 Choose from drop down list first then edit ClassName Then OK, then OK in Class Wizard window
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Probably the most exciting project I worked on while at my teacher's studio (around 1998/99) was the package design for the ATI Rage Fury video card. I remember hearing they wanted to incorporate an eye-shaped ship created by another animation studio, but we got to design the main character, a sexy cyborg girl with a glowing sword. How cool is that! After modeling the character in A:M, I experimented with a few poses until we settled on the render below followed by further edits in Photoshop for the final packaging. At the studio, they had a storage closet for supplies, as well as a collection of old manuals and software boxes. To this day I still think about some of the marketing slogans printed on those boxes. One was for Electric Image (EAIS) which said: "Render Fast, Retire Young!" That was so cool. Another package had the slogan: "Dream, Create, Astound." One of the best marketing lines a software company could use to inspire an artist!
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Welcome to the A:M Forums. We are glad you are here. If you are returning, we are glad you're back. If you are just getting started please make sure you spend some time in the Newbies forum and read through the A:M Manual (The Art of Animation:Master and The A:M Technical Reference). Ask questions. Join in the discussions. Give and get feedback. Explore A:M! This Welcome topic is a continuation of introductions to the forum from previous years. Click here to read some of the past introductions General Overview of Animation:Master Anyone can create 3D pictures and animation at home or in the studio with Animation:Master. Animation:Master includes everything you need to create fabulous computer graphics; complete sculpting features, powerful animation tools, superb rendering, and all this is compatible with the most popular computers (PC and Macintosh!). Its cross platform compatibility makes A:M an excellent choice for the individual or studios with multiple operating systems. Animation:Master, the 3D motion picture studio is the most powerful and affordable spline based modeling and animation program available. Specifically designed for classic character animation, the drag and drop, customizable interface and powerful motion tools give you the control that is required to tell your story. A:M is geared toward character animation and gives you the ability to build libraries of actions and characters to be reused over and over. Features (Don't forget... with A:M you can build and explore your own personal features too!) Spline Based Modeling, Animation, And Rendering - for smooth organic models and natural freeform motions. Bones Mode - for easy IK construction. Inverse Kinematics - to interactively pose articulated characters. Skeletal, Morphing, And Bending Actions In Combination - all three kinds of object and character motion can be overlapped and used in unison. Time Based Motion "ease" - for accurate acceleration and deceleration of movement. True Patch-based "uv Decal" Mapping - using bit mapped images that are locked to a surface and distort properly when an object bends and twists. D3D or OpenGL - real-time rendering. Motion Libraries - so that a complex action needs to be built only once and then used over and over again. Includes motion capture input and motion control output. Lip Synch Key Framing - for assembling lip shapes with automatic inbetweening. Technical Support - Top notch and totally free with an active forum where users meet 24/7. Interface Integrated, User Friendly interface, with easy turning, zooming, and navigation features. D3D or OpenGL accelerated for a smooth tactile feel in all areas of the interface. MFC based interface allows for completely customizable options including color schemes, tool bar placement and customizable keyboard shortcuts. Drag and drop interface technology fully implemented for easy object manipulation. Create scenes with as many characters, lights, cameras, and props on the stage as you like. Modeling , creation of Actions and choreography can all be done in the same window from any view . Proportional Zoom; finer zoom control in choreography. Centered Turn; turn about the local coordinate system. Global Axis Translates; option to move control points in world space instead of screen space. Multiple, re sizable Windows; have two action windows, or set up three modeling windows in a traditional tri-view layout. Drag able, dock able panels; put the panels anywhere you want on the screen or hide them completely. Simplified Operation; tools operate in a more "standard" fashion. Save Interface State; projects maintain their window's layout for next use. Interrupt drawing to increase drawing speed. Specify automatic reload of last project at startup. Limit memory usage. User controllable rotate snap angle. Object Instancing Intuitive Object Manipulators; uniform for lights, cameras, characters, props, etc. Markers/Rulers Fully editable Timeline Window Customizable Folders in the Project Workspace Multi-Select in the Project Workspace A:M Community chat window and Forum Modeling No more inefficient polygons! Model with flexible Hash patches. Start from a Library of example characters. Curved lines move easily to allow for quick manipulation. Complete selection of real-time tools combined with point-and-click sculpting makes object creation easy. Model over a Rotoscope image. As many Rotoscopes as you like can be loaded into any view. Seamlessly integrates "bones" into low-density, uni-body models. Characters (or objects) are built as a single model, then bones are inserted any way you like to for the "skeletal" IK basis for your character. Un attach; disconnect "attached" points while modeling. Insert Control Points; automatically adds control points to those hard to get to splines. Perspective Modeling; option to model while viewing the object in perspective. Nested Hide; hide more points when some already hidden. "Lasso" or free form group tool included with standard group tool for easy selection of multiple control points. D3D or OpenGL shaded real-time mode when modeling instead of wire frame. Patch Hooks to reduce resolution and eliminate creasing Bias Handles for easy control of spline curvature. Optimized Polygon export. Unique object manipulators for translating scaling and rotating. Specific grid sizing for use in creating precise scale objects. Grid can also be toggled on and off. variable lathe cross sections. User definable Undo and Redo. Uniform Normal Face Control for Polygonal output . Paste and Extrude offsets. Cut, copy and Paste Flip or Mirror a selected group of points around any axis. True Type Font and AI Import Locked Control Points Copy/Flip/Attach Polygon Import Lock Control Points "Distortion Mode" Deformation Tool Animation Patch-based animation allows smooth, flexible movement. Complex movements are simplified; unique bones motion offers lifelike bouncing and twisting. Complete skeletal and muscle control features. Inverse Kinematics (IK) for creating skeletal based motion. Character animation with lip-synch made easier. Stride length to prevent a character's feet or tires from slipping as they move. Action Overloading; applying layers of Actions to a character so that it can "walk", "talk", and "clench" its fists simultaneously. Action Range; choose only a range of frames, Hold, or Wait from an Action Rotoscope facial movement in Muscle with sequenced backgrounds. Poses. Lock Bones. Sophisticated Key frame controls. Many different kinds of real-time constraints for perfect anchoring, picking up objects, and animated paths; Including: Aim At, Kinematic, Path, Translate To, Orient like, Aim Roll At, Spherical Limits, Surface, Scale Like and Scale to Reach. Flocks, Crowds and Swarms Powerful Channel Based motion control. Scrub Bar. Action Undo. Action Objects; for animating props, even other characters seamlessly within an action. Force Objects;apply dynamic forces any way you like. Rotoscoping Action Blending Copy/Paste Mirrored Action Pose Sliders (frame ranges can be saved in a pose). Kinematic Rotational Stiffness "Continuous Play" Scrubbing Animated Camera Rotoscopes Onion Skinning Kuper camera motion data import Hard and Soft Body Dyanmics; including cloth, springs, masses and collision detection between objects. Automatic assignment of geometry to bones Smart skin for perfect joints Relationships for creating smart characters. Weighted CP blending Animated distortion boxes Rendering Ray tracing of transparency, reflections and shadows for visually realistic results. D3D or OpenGL real-time previews can be saved as output. Super fast, High quality hybrid renderer. Selectable Specular Color. Mirrors with adjustable settings. Alpha buffer rendering for combining computer animation with live action. Anti-aliasing. 32-bit, variable, unlimited resolution rendering. AVI animation playback within the software. Bound Rendering; Quick Render or Ray Trace only a portion of the screen. TV Safe and Title Safe indication. Transparency Averaging. Anti-aliased Image Maps. Shadow Maps Gamma Correction. Show or hide render in progress. User selectable reflection limit. Motion Blur. Extensive render status meters. NTSC safe color. Photon Mapping. Soft Shadows Film Grain Bloom Soften Dither Dynamic Range (gamma correction) Field Rendering Line Geometry No "anti-alias" option (Game Sprites) Film Tint and Film Grain; presets like "black and white" and "sepia tones" Stereo Rendering Shadow Buffers and "Shadow Only" Buffers Exportable lighting maps, vertex colors for game engines Selectable Soft Shadow Color Fully Customizable Toon or Anime Style Shader/Render Materials and Object Attributes Ability to apply custom textures, images and object Attributes to individual patches. Image Maps Locked to the surface through use of UV coordinate system. UV Editor for interactively adjusting how a map lies on geometry. Glass with Refraction and Caustics. Image types include color, bump, transparency, reflectivity, diffuse, specular, ambiance, mirror, gradient and cookie-cut maps. Textures you define, modify, save and reuse. Integrated Algorithmic Perlin Materials Editor. Flatten; unroll a segment before applying Decals. System Color Dialog uses your platform's standard 24-bit color dialog to choose and change colors. Displacement and Fractal Maps. Edge Transparency. Environment Maps. Gamma correction can be applied to Image Maps. Supports 32 bit Image Maps Frame Control of Animated Maps; so that image maps can cycle, skip frames, hold, wait, or "ping pong". Unique Decal (image map) manipulator allows you to scale, reverse and position an image in real-time . See through Decaling. Maps automatically cached for interactive map editing though use of any third party paint program. Tile able Image Maps. Spherical, Cylindrical and Planar Projection Mapping. Animatable Material Attributes. Material Effector Objects. ATX class 3rd party Material plug-in support. JPEG and TIFF support Transparent Density Translucency Reflection Falloff Material "Bump" attribute" Effects Volumetric Lights. "Dust" objects for animatable smoke, fog and steam. Glows. Lens Flares. Depth of Field. Turbulence. Light Projection Gels. Hair. Particles; streaks and blobbies. Particle "Sprites" for stunning special effects. Other Features Motion capture input from a number of different sources Controllable, targetable, colored lights with colored shadows. Multiple Cameras. Non-perspective camera for scrolling game screens. You can perform most functions, such as modeling, animating, and texturing from the camera's point of view. Audio load/save for synching. Complete Game and Export SDK including real-time model and map export, action export, viewer and source code. Multi-plane style layer compositing and cameras. Lip sync Dope sheet and Phoneme creation tools. Supported Image Formats: Load: TARGA, JPEG, TIFF, PICT (mac only), PNG, EXR, AVI, Quicktime. Save/Render: TARGA, PICT (mac only), PNG, EXR, AVI (pc only), Quicktime. Manuals and Video Training included: - The Art of Animation:Master and A:M Technical Reference - Video Training Tutorials - Community Tutorials Forum Get started with A:M now!
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Back when I was finishing college, a friend from high school started his own web design company. He pitched the idea of creating an online poker game and came to me to create some graphics for it. The game was going to have a top-down view of the poker table, but I still wanted to create everything in 3D. I had just started modeling some of the players before the project got canceled but I was still able to reuse some assets for later projects.