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  1. 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
  2. [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]
  3. 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
  4. nothing too great but an okay tinkering with Hash Project1.prj
  5. sorting my collection and found this newdinosaur.mdl
  6. 2014_BusStop_v15c.prj
  7. 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!
  8. morefun.mov Project: more_fun.zip I edited once in 2007 before saving it forgot to mentioned that
  9. You can make them talk wuith the right image on a simple project
  10. decal for face accidently erased xxxx.prj
  11. 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.
  12. 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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  13. 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
  14. found this render and model converted to gif BasicMan.mdl
  15. trying ooot simple idea simpleok.prj
  16. 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.
  17. Project using minimum flat model parts

    faced.gif

  18. 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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  19. 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
  20. 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
  21. 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:
  22. I'm researching software for the initial workup of a game app proposal and have been asked to investigate software to build the proposed application. At this time the project is pre-pitch/prefunding with much of the material confidential so I can't go into detail on specifics of the game itself but the following is basic criteria: The team is affiliated with an Educational Institution and likely eligible for education/student licensing. The team consists of approx 14 people most of which are technical experts in the games subject matter (not gaming, graphics or software development). -- Depending on funding/green light to go ahead the team may involve students and previously established (paid) programming outlets with that expertise The game proposes to target 'Clash of Clans' quality and playability (probably more 2D than 3D) but graphics may be created in 3D and rendered to 2D sprites etc. I've mentioned Unity and Unreal Engine as possible software development platforms (although they may be slight overkill for the initial app) I believe it unlikely the app will cross the threshold requiring licensing payments to Unity/Unreal Engine but that is all guesswork from me. Here is a breakdown of some various software and the level of appropriateness to the project from my perspective: Unity/Unreal Engine - Likely more complex than required but would be excellent should the app garner support and need to be extended Flash - Possibly incompatible unless HTML gaming is an option for the project (unsure if institution already has appropriate licensing as most have students foot own license from Adobe) Game Salad and similar- probably too low end but could be an option especially if the student/game programmer is familar with the software - Game Salad's licensing may not be ideal however. Added: Python/Pygame is another option but is very technical and lacks GUI support. This is the gaming approach I am more familiar with than other mentioned above. Let's see, what else can I say... The game is to be developed for iOS and/or Android. Should the game development be green lit a mockup demonstrating basic play may be created in one software while the final game developed in another. Any information you can provide will be much appreciated. Thanks!
  23. While working on my model (which is inside a project) I constanly used 'Save Project As', thinking I always have previous versions of my model if I dont like the current edition. Only now I realised that all project versions have the same version of my model. Is this how it should be? Maybe there is an option to have all models inside a prj file or smth?
  24. Hey guys, I mentioned in my diary topic that I was working on a new audiobook project called Breckridge. It's a ghost story for anyone who's interested and takes place in and around Breckridge Secondary School in the fictional town of Southedge in the North of England. I also mentioned I was working on making Breckridge School to use as a visual aspect to the audiobook. Below is what I've got done so far. This part of the building is a geography classroom in the schools' south block, flanked by a girls bathroom on the left and a boys bathroom on the right. I know this because I'm basing the overall layout of the school on my old high school. The major difference being that I'll be adding a second floor to south block that doesn't exist but is necessary to accommodate the sealed corridor. Once I've built the second floor for this particular wall I'll add some gutters (Eaves trough's in North America) and then will have enough school to use as a photo in the first episode, which will be released over on Blip.tv/aceco. Thanks for looking
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