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Hash, Inc. - Animation:Master

Importing Models


Jentham2000

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I am thinking of purchasing a pre-made model.

 

Does anyone know what formats are accepted in V13?

 

Has anyone had a good or bad experience?

 

Bob

 

Polygon-Models? That will take much rework. Exception: It doesnt have to be animated. Props are working out okay.

You should try to import some files before you buy something.

 

There are import / export-plugins for:

*.x-files

*.3ds-files

*.obj-files

*.lwo-files

*.ply-files

and maybe some more I am not aware of.

 

BUT try it with a free file before you buy anything. Polygon-models have a too high polycount and doesnt have any continuity-informationsn in them.

Both things will prevent A:M from performing and showing the models very well.

 

If the model is a low-poly-counted, it can be prepared to behave well in A:M.

 

You can always use the poly-model as a 3d-rotoscope of course.

Some free poly-programms can reduce polygon-counts. So that is another option, but that is NOT perfect.

 

*Fuchur*

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Polygon models do not generally import well for animation. If you must import one, you will get better results if you subdivide the mesh first, as far as keeping the patch continuity. Of course this will create much more patches and make it more difficult to animate. I have had luck taking low poly models, subdividing then importing to a:m and able to rig them. These were very low poly models to begin with though. If you start with a high poly model, not a good idea.

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You can always use the poly-model as a 3d-rotoscope of course.

 

This is an interesting idea. Not sure that I'd ever make use of it, but wonder how it would work. Can you import the prop into the model window? Would it be something that you'd always have to keep locked?

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unfortunatly this was information I was looking for before considering buying this, (there's not much info on the site on how this software works that I can find at all). So to make sure I understand the simple thing everyone is saying is you can't import any really nice models, you'd have to do all the work in the program? How well can you make high poly count models in the program and animate them?

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Others can speak better to this, but Animation Master doesn't use polygons. The models are all spline-based with patches. The patches are resolution independent, so you can have a completely smooth model with very few patches.

 

I've read some posts where people have used third party apps to create models that they've brought into A:M, but they've created them with the knowledge of what would work best for importing them.

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