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My current take on this gap between bipartite grids and four color theory is that at the moment we join 'areas' (grid squares) we need to establish a new 'color'. According to the science we don't need more than 4 colors but we can have as many colors as we want. So... Underlying the whole gamut of shape and group assignments our algoritm can chug away at reducing to 4 colors. We then dictate in some fashion the shapes and extents of those areas and build upon and extrapolate from that. To the observant this might appear to place us at the intersection between raster and vector graphics. Attached is this 'nonbipartite' grid project: nonbipartite.prj
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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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I have been going through a bunch of AM things the last few weeks. This was prompted by my back up drive telling me there is an issue. I love an SSD and NVME drive but when they start having issues you better pay attention. Anyway, I started looking at all the assets I have modeled over the years. I was sad to see that I have started many projects over the years and did not finish most of them. Some of them include Cupid's Sick Day, Coffee Shop Disaster, A Knight's Tail, Corner Pocket .... Thanks to Robert Holmen, I look at the animating portion of a project differently than I use to. There are a couple of the projects I think I will look at restarting in the future. One of the characters from A Knight's Tail was Willard the Wizard. I really like the character and back in the day I rigged him with the Zundel Rig plus some add on items that I incorporated. There are several characters I used from A Knight's Tail, in the image contest a few years back, Sir Harold the Knight, Willard the Wizard, Tim the Goblin, Archie the Archer and of course Herman the Dragon. Here is a shot of Willard I posed this morning after being snowed in today. Don't be surprised if you see a few more characters over the next few days, along with Han's Flower pickup animation being completed.
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This is the final "Particle Fire" project from the C++ tutorial that a few of us have been doing. I have modified it so that you can draw a trail of fiery sparkles with your mouse as it runs. Unzip this ZIP to a folder on your drive somewhere and double click on Sparklies.exe to launch. Sparklies.zip Left-drag to draw sparkly particles with your mouse!
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For future reference: Four mods must be made to a Console project's properties in Visual Studio for SDL to work. They must be made to both the Debug and Release configurations C/C++>General>Additional Include Directories must point to the SDL2/include folder in your SDL repository (probably on your C drive) (Choose "Apply" after every edit to these properties) Linker>General>Additional Library Directories must point to the SDL2/lib/x64 folder in your SDL repository Linker>Input>Additional Dependencies needs this string to be pasted into the circled edit box: opengl32.lib; SDL2.lib;SDL2main.lib Linker>System>Subsystem should be set to Console (/SUBSYSTEM:CONSOLE) Finally, when a "release" exe is created, it must have a copy of SDL2.dll pasted to the same folder it resides in to be able to run. If an exe is distributed, the SDL2.dll will need to be included with it. Ideally, we would have made our SDL template include all these changes for both Debug and Release. @Rodney @Roger
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I know you've helped me with this before but don't remember that there was a resolution; clicking on the CPs fixes some of them some of the time but these aren't going away. Tried to isolate the model in a chor by itself (just the face and moustache) but it only manifests in my big fat chor on this project. As always any help appreciated. Using v 19.op on Windows 10
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Love the new Material Clone/Copy/Paste feature. I was missing that duplication capability recently and had no idea it was being added. This implementation is even better than I was hoping for as it allows us to copy/paste materials from one project to another. Nice! Here's a quick material created via copy/pasting and tweaking:
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I'm sorry for the delay getting this posted. My work has been out of control. We have a list of systems that need to be replace and very time when think we get ahead. Another systems needs to be replaced. Windows: Windows 32Bit Windows 64Bit SDK: v19.5 SDK Change Log: Fixed 0007278: Files above 2 GB not correct read Fixed 0007277: ImageIO HDR fails on some supportet files Fixed 0007276: Crash , when obj Files with decals importet Fixed 0007275: RenderServer crashes without notice on this project Fixed 0007267: Feature: node cloner for materials New entrie in the menu for materials "Clone Material" creates a new material with the same attributes New entries in the menu for material attributes "Clone Attribute" creates a new attribute with the same settings "Copy Attribute" copies the settings from this attribute (including childs) into a buffer "Paste Attribute" paste the settings wich are copied before into the now selected attribute the last 2 actions working also between different materials and different projects Fixed 0007272: Dragging Pose causes crash Fixed 0007271: Deleteing unwanted Hair Guides leads to crash Fixed 0007264: Duplicator Wizard causes crash Fixed 0007274: In v19.5c, cannot render an EXR file without a crash Fixed 0007268: Crash during Radiosity render Fixed 0007273: on Path in Chor causes crash
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As I am nearing the end of another animation project I wanted to say thank you to Robert Holmen. During the last several months we have gone through the animation frame by frame. He has used this technique as a teaching tool and have learned so much. I can not tell you how many times I have said wow through the process. Anyway thank you Robert!!
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Can we get the project file for this?
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Can I send you...trustfully the Android wrapped up project in a single .zip file and you can find those to help from there?
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I downloaded a few models @Darrin S All that I've downloaded have worked. Thanks for sharing! Edit: Actually... I spoke too soon. I had only downloaded models and not projects. In order to include files such as models in a project you'll first need to embed the models. That can be done via the menu just prior to saving via Project > Embed All. Without that embedding the Project files will be missing external resources. Edit 2: I see that your individual files/models are likely what the projects are looking for. What you might want to do in that case is Zip up all the files into a single Zip file and then post that. Then all of the projects and models can be maintained in one single zip file.
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The past year has been right out of the pages of "Mr. Toads wild ride". Got laid off August of 23. Trying to find a like position in the tech industry has been impossible. By this march it really looked like I was going to lose the house and everything else. But I took the painful step of cashing out my 401k to cover expenses and then managed to parlay I prior contact into an hourly consulting project that put myself and another gent to work full time. Now I am a co founder of a software company building a product and on the investor hunt. Which brings me to here. Since we spun up our corporation my linkedin feed has been flooded with cold queries from salespeople. Normally I ignore them. But this morning one came thru that got my interest. For some context one of my challenges with my business is putting together demo, training, and pitch videos for our software. I have been experimenting with a whiteboard video but in the back of my mind I always think of how AM would be a better way. The sales message I got this morning was for this company (inovitagency.com) . So my question is this: what.are your thoughts on AM fitting into this market. This company isn't the only one out there doing this. They are the 3rd that have pitched to me in the last 6 months. There is an obvious need (I for one need it!) So can am be used efficiently to fulfill and build a pipeline of short contracts?
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The final step in the process is to export this animation data to the character. I first bake the animation in the choreography. I bake one keyframe per frame to maintain accuracy at this step. Then export the choreograph action file. Next, I needed to come up with a way to convert this data to a CSV file containing just the position over time data for the one axis of the bones I want to pass on to the animatronics. Fortunately, at the time we did this project, I had someone on staff who knew a little C++ and I had him code me an app. This app imports A:M .act files and allows me to select the bones I want to translate, define the axis and ranges, and even remap the values. Finally saving as a CSV that I can bring into the animatronic controller animation software. On this show, we were using a program called Conductor. It is the same software we used to use in the early days, and as I mentioned, it does not visualize any animation. Just stores position data on a timeline. I can import the CSV here and this tool does a great job at cleaning up the extra frames reducing to a manageable number of points without altering the shape of the curve and affecting the acceleration. This application becomes my second verification that I have stayed under my speed and acceleration limits because it has built-in a similar meter and warning function I created in A:M In the end, the file from this app is what is saved to the character on an SD card. There is a master show control system for the venue that simply sends a trigger signal to the character to run the animation.
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The frog features the most of all the characters. This is the only character also that used any IK type rigging. All the other characters use FK through pose sliders. For the eyes I wanted the environment to do some of the animating for me. I built a representation of the entire location in the project at full scale, and in my rig for the eyes, I created a null that is the focal point of the eyes. With this null I could place it at the various locations the audience is present around the lake using poses. Then fading between pose sliders, I can direct his gaze around the lake regardless of where the position of the head is at. This adds a complexity to the animation that nobody is even aware of consciously. With the head moving, rotating, and bobbing to the music, the eyes can stay fixed on your position while you are sitting in the Steakhouse at the edge of the lake. Good restaurant by the way.
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The first character we looked at was a giant toucan. We knew we wanted this to be an extremely dynamic figure, so to determine what kind of speeds and acceleration limits we would need to design within I made a quick animation using a model of mostly 2d cut-outs. Even though it was not necessary for the info we were gathering at this step, I still modeled at full scale. All the axes of motion were placed at the approximate real location we had determined in our napkin sketches during the initial conversations. Then this same project is what everything else was built on top of. All of it was created in a few hours. The great thing about the workflow in A:M is how easy it is to build a model that is almost made of nothing but the bones, animate it, come back and refine the sculpted model and even move the axis around later while utilizing the same animation data. I can almost work backward if needed. There is very little time spent on the front end to get to where I can work on movement. Lady Birds_test-01-sml.mp4 Tucan-Demo04_sml.mp4
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Unfortunately, I can't find the model and... the TWO SVN projects site appears to be down. Link: http://project.hash.com/movie/svn/active/ Here's what she looks like if we can find her:
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That got me thinking about how music fits in but too much for now... The navigation through the Hyperloop Intersection kind of got me thinking about music and it really almost unlocked the first 8 letters of the alphabet as you understand it. You are navigating from bottom to top at first... then right out to exit...noticing future exits to be built...then re-enter like Pac-Man from the left, but go left...back north and into the same loop as before. 11 sequences of 12 seconds total. Save #12 for the letter L for loop or move on. It gets quite funny... but loop (route) 'B' is just like 'G'.... I gets skipped cause I is the intro ... oops you just clicked on an InstantApp idea... Feel free to exit and we're gone off of ... like it never happened. And it loops until you click then ... well right now you see what I am drawing in A:M (that's another one)... like shown previously, the first image sequence (should be 12s) shows Route (loop) C(2). 2 because 1 is go straight , 2 is R, 3 is L. The second sequence is Route B. That's where for now we just demonstrate that useful buttons are to come. The artsy sketch with the sign shows a concept of seeing an ad first but obviously you should be going from say Las Vegas area to the East at that point if you see the sign on the left, but thankfully that's going way too far, just sayin.. Anyway, that takes us through the intro (1), and Hyperloop Intersection (10), and we could logically keep looping... and we do....because I think there's one more sequence we need to get A.I.'s input and maybe help with the Alphabet Song...again, going too far... but AI can't so no...the perfect audience for this.. wait! There's actually 8 new potential routes... but the master sequence should always show logically where you are at... so you know which files to swap in (previously called sprite sheets, but all reference to "game" is taken out of the program/project ...) such as 12 second music clips! but more like replacing 12x12 frame image sheets.. sprite sheets. Which is 12 seconds...could just be a background or the whole thing prepackaged... I fill a lot in with plain black images that don't render... can't do it all... but I need to see that loop...in my head... then... you can see the frames can show anything you want... I think of it like 12 second music video previews that can go 24 seconds... 36 seconds.... oh! they clicked off!!! get the next one...! This is 120 second loop. If my math is correct. musac3.mp3
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I was working on this and was about to just put it on my website, but thought I'd test things out here first and maybe slow down a bit and build a better site. But it's an intersection concept for the so-called Hyperloop which usually looks like just a straight shot through a tube. It's the question of propulsion, and I figure pneumatic is something to consider... like pellet gun or blowing a toothpick through a straw... but to sustain the pressure flow becomes complex. Like a fan doesn't work cause the "train" runs into it... so more thought on that... And just as I was putting it on the website... a headline pops up that a company won a lawsuit against Playstore monopoly and I remembered that I forgot some things. Like simplifying the app that works very smoothly now... but I can feel people running away if I say "programming" or anything related, but the best way I see to move that forward is as an open source Android project... and it's just a folder with files in it that is best opened in Android Studio (I know, but it's not as hard as before) and then you can figure out where to put your assembled 12-second "sprite sheet", and well, let's just wait on that.... I'll upload more GIF's cause that's just more fun right now!
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For character rigs, you could try using a pre-made rig like one of these: 2008 Rig TSM2 (also easy to setup quadrupeds, etc) Squetch Rig (Squetchy Sam)...more links in my signature. There is also the 2001 Rig (you'll have to search for it) and the Saucy Rig (I think the link is currently down). There are a lot of tutorials covering most of what you requested in the forums...if something isn't covered or you can't find the answer, ask a question. I'm looking forward to seeing your project!
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Hello there, I have recently started diving into 3D animation using Hash Animation, and I am looking to optimize my workflow to make the most out of the software. As a newcomer to the 3D animation world; I am excited to learn from those with more experience and refine my approach to ensure efficiency and creativity. Currently; I am working on a short animation project that involves character modeling; rigging; and scene composition. I find rigging quite complex; and sometimes my rigs don't behave as expected during animation. What are some best practices for creating stable and flexible rigs? Are there specific tutorials or resources that you recommend for mastering rigging in Animation?🤔 I am trying to establish a solid workflow; from initial concept to final rendering. How do you usually structure your projects? For instance; how much time do you spend on modeling; rigging; animating; and rendering? Any tips on managing these phases effectively?🤔 I have noticed that rendering can take a significant amount of time. What techniques or settings do you use to balance quality and render time? Are there particular settings in Animation that are essential for achieving high quality renders without excessively long render times? Also, I have gone through this post; https://forums.hash.com/forum/408-sap-learners/ which definitely helped me out a lot. Also, if there are any community challenges or collaborative projects; I would love to participate and learn from others in real time. Thank you in advance for your help and assistance.😇