negative9 Posted December 5, 2004 Posted December 5, 2004 I've been looking at TSM2 for a while now, but I bought AM for animation, not modeling, and later found how hard it is to get a decent model into AM, but thats another tale... I have my model in in AM, what I want to know it will TSM rig that modle even though it was not created in AM? The reason I ask is this line from your intro: "...into any character model *created in Hash* Inc.'s Animation:Master 2004..." Thanx Quote
Admin Rodney Posted December 5, 2004 Admin Posted December 5, 2004 I have my model in AM The question I guess we would have to ask is: How exactly did you get your model into A:M? If it's been imported as a prop I think the answer is definitely "No". Most polygon models don't convert to splines very easily. It is my understanding that can rig any character with splines with TSM. The problem will be how well it animates if the mesh is not fluid and bendable. Since TSM works as a plugin... using A:M's SDK to rig the model that may be problematic. Quote
anzovin Posted December 5, 2004 Posted December 5, 2004 Rodney is correct. Your character model really needs to be made of Hash splines to be rigged by TSM2. Poly models imported into AM as props won't do. Props don't allow deformation control, realistic limb movement, etc. Hash has things arranged so that you need to work entirely within the program to get good results. We strongly discourage people from building character models in other programs and then bringing them into Hash, because you are then quite limited in what you can do with them. Steve Anzovin Studio Quote
negative9 Posted December 5, 2004 Author Posted December 5, 2004 Thanx for the info:( As for how I brought the model in. The model was created in Wings3d, exported as .obj, then opened in crossroads 3d (with the hack to allow quads), and exported as a .dxf. The .dxf was then imported into hash. When I first purchased hash (a few months ago) wings3d had an mdl exporter than worked, but this function no longer works, with later versions of the software or other system upgrades. (hash just closes now). Does this change the answer any? I could provide the model, if someone could test it for me? //negative9// Quote
anzovin Posted December 6, 2004 Posted December 6, 2004 Unless your char is a real .mdl, don't try rigging it with TSM2 (or animating it either, if it is articulated or requires deformation). We don't have any experience working with .mdls converted in Wings. However, the problem you are experiencing with opening older converted .mdls might potentially be addressable by modifying the .mdl text file. You might post that as a question to the general A:M list and see if anyone can help. Again, if you want to animate in A:M, don't model your chars in other programs. Steve Anzovin Studio Quote
Sevenar Posted December 9, 2004 Posted December 9, 2004 For what it's worth, a fellow Forum member took a 3DS model of a humanoid figure, imported it into A:M, ran it through TSM2 and Weight Mover for me, and it works just fine. The knees bend right, the elbows point properly, etc. (And that's even with several hundred converted polygons as patches...) It's not a guarantee that ALL imported 3DS models will be TSM2-compatible, but it does work in at least one case. Regards, Sev Quote
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