sprockets Learn to keyframe animate chains of bones. Gerald's 2024 Advent Calendar! The Snowman is coming! Realistic head model by Dan Skelton Vintage character and mo-cap animation by Joe Williamsen Character animation exercise by Steve Shelton an Animated Puppet Parody by Mark R. Largent Sprite Explosion Effect with PRJ included from johnL3D
sprockets
Recent Posts | Unread Content
Jump to content
Hash, Inc. - Animation:Master

Recommended Posts

  • Hash Fellow
Posted
Hello! I'm ALVEE!!!! It has been a few months since I've come to this website. So HELLO! I don't have much to say... B):):blink:

 

Welcome back, none-the-less!

Posted

Hello Everyone,

 

Well, I've been back in A:M World for about a week or so now, and I may have already given something of an introduction in another thread/post. However, since this is the appropriate place to do it, I'll do so here.

 

My name is Mike. I'm a 38-year old... well, soon to be 39 as of my typing this, but I'll say 38 for the sake of accuracy. I'm not in a hurry to get older or anything.

 

This is my second or third time around the block with Animation: Master, as I first was introduced to it through a co-worker back in the early 2000's. I really liked what A:M could do and enjoyed working with it. For some reason, though, at the time my mind was elsewhere. I was looking into a career in Computer Animation (attended the Art Institute of Ft. Lauderdale for a time) and, while I appreciated what A:M could do, I was stuck in that "it's fine as a hobbyist, but I need to learn "real 3D animation programs", like MAX or Maya", etc. I was stuck in that mindset that "to be a real animator, you have to learn the programs that cost $1000s of dollars per license". I was concerned of what my peers might think if I was using some inexpensive piece of software and not the more "professional" options. I'm not proud of it, but that was the case. I was ignorant and very narrow-minded back then in that regard. I wish I wasn't, but... well... hindsight, 20/20, and all that.

 

These days, my outlook has changed. I'm a lot more focused on what I want to do now. I thought for a long time it was to be a game designer. Thanks to some recent "revelations" I've had, I realize that what I've really wanted to do is tell a good story. I've realized that games, as much as I love playing them, was not the way I should be be going about it. Computer animation was. Coming to that realization, my natural next thought was "well, how am I going to do this? What software will I use?".

 

My choice, of course, was to pick up A:M again.

 

I'm proud to say that time (and wisdom, perhaps) has changed my outlook on this subject greatly. I no longer care about "using the industry standard" software, or others' "expert opinion" on what I should be using, or why. I no longer care what others might say about my learning and using A:M. If someone asks if I'm using A:M, I'll say "hell yeah I am". I've already recommended it to a couple people I know who are both great artists and are interested in animation. They're not sure they want to "take that leap" yet, but they're definitely impressed by what they've seen. They're following what I'm doing and learning with interest. Don't worry, I'll keep working on 'em :-p.

 

I'm also glad I came back to A:M because so far, those of you I've "met" and interacted with here on the forums have been awesome. If time and familiarity has sorta worn away the novelty of it for you "long-timers", let someone who's recently come back as an "outsider" tell ya... This is one uniquely awesome community you have here. I'm not saying that to blow smoke or earn brownie points - that's not my style. I say it because, for me, it's true. Hopefully I can contribute, encourage, inspire and help others down the road as much as many of you have already done for me in my short time back. As someone who enjoys and appreciates being among cool people, I gotta say it's been great.

 

So... other than that... If anyone would like to say howdy on the "community" screen, my login is Wolfsong73. On Facebook, you can find me as MikeTVogel - if you see an avatar of the Aflac Duck... that's me. I don't have that insurance, but that duck is awesome.

 

Sorry this was long (believe me, it could have been *much* longer; brevity is something I have to work at :-p), but thanks for reading!

Posted

welcome MikeV --do hope your return visit to AM is going to help you tell your story as you would like. I think there is something to be said about choosing the tool that gets the job done. AM ---has no equals when it comes to telling a story and value. And with some work and lots of practice -----I think one can achieve results that would make the more "professional?" apps feel extremely overpriced.

Posted
welcome MikeV --do hope your return visit to AM is going to help you tell your story as you would like. I think there is something to be said about choosing the tool that gets the job done. AM ---has no equals when it comes to telling a story and value. And with some work and lots of practice -----I think one can achieve results that would make the more "professional?" apps feel extremely overpriced.

 

 

Indeed. Truth to tell, Blender3D, I think, is already on par with most of those higher-priced programs. It can do pretty much anything they can, and more, and is completely free. It's extendible via Python and, in fact, was designed specifically for a Production studio environment. I have nothing but good to say about that program, and the man who "started it all", Ton Roosendaal.

 

The reason I chose not to go with Blender for my projects is that it's *too* much. As I'd mentioned in another post somewhere on these forums - or maybe it was on my blog; I forget - is that using Blender instead of A:M would be like using a tractor/plough when a hand trowel is sufficient. I'm all about practicality and simplicity and having exactly what you need for the job. If I can get the job done without all the extra bells and whistles, then why have them? Why needlessly complicate it?

 

Also, it's that A:M is designed specifically for this kind of thing, from the ground-up. That means every tool is focused on the task at hand. I like that. Plus, working with Hash Patches is pretty darn cool - even if I haven't quite tamed them yet. But I'm working on it! It's a very cool program and I'm psyched as heck to see myself improve and get deeper into what I can do with this baby.

  • 4 months later...
Posted

Hi A:M folks, I just received my brand new copy of animation master the full never ending upgrade version and the extras cd along with a copy of the tin man. I started out here back in 2005 I believe, then I went long hauling.i am home now or at least off the hwy due to an illness i acquired. I am now 49 but living in Edmonton Alberta Canada, and i really want to get into the 2d and 3d animations. Since i am now on what they call disability i have chosen to get reeducated in the animation field. I am hoping to start college at a school here in Edmonton called Pixel Blue, they seem to have a well organized curriculum and the courses i want. Im not into gaming or such but i am really into special and visual effects, and advertising. it seems to me there are a lot of commercials now going to animation. im not interested in trying to learn 3ds or Maya nor can i afford them so my choices are Animation Master because of its ease and the fact that im used to it and its interface. i have also purchased adobe premier suit so with all this and the great team of the helpfull folks here in the A:M forums i have no dought i will complete my new goals with ease.

Hello all its great to be back so lets have some fun.

Posted

welcome back themike38---------if you have been gone for a number of years --you will find all the things you loved still pretty much the same but many nice new things and overall stability and speed increases that really make these latest versions the best yet. Enjoy your time here again.

Posted
welcome back themike38---------if you have been gone for a number of years --you will find all the things you loved still pretty much the same but many nice new things and overall stability and speed increases that really make these latest versions the best yet. Enjoy your time here again.

 

Have fun and welcome back Mike! :)

 

*Fuchur*

  • 4 weeks later...
Posted

Hello, My name is stefan Jönsson and I come from Sweden.

 

I first started using Animation Master in 2000. Just a few months after that I got a new work and moved with my family. I worked as a fire officer and now I started working at the fire services agency. At the agency I started working with software development as a project manager and interaction designer. As I always have been interested in drawing, illustrations and film I usually was asked to help out when someone in my division needed some artwork. I did posters, icons, animations etc. Time was in short supply and Animation Master fell into oblivion. The software I use at work is mostly Xara, Photoshop, Macromedia director, Corel draw, 3Ds max, Microsoft Visual Studio and Blend.

 

I was on my way to take up another old interest, stop motion animation, when I rediscovered Animation Master.

When I got version 17.0 about a month ago I was a bit stunned. The software hadn´t changed as much as I had expected. I actually could use my old pocket-reference guide to find my way again. Don´t get me wrong; I think it is a good thing that the software is so recognizable after 13 years. Why change a winning concept? :)

 

I had a good start watching William Suttons Patchmodeling tutorial on U-tube and I also realized what a good asset the forum is. I have allready posted a few questions and I am impressed by the good quality and fast feedback.

 

This time I am here to stay using AM!

 

My aim for the nearest future is to get a better understanding for Relationships and constraints. In the future I want to learn more about expression, which seems powerful.

  • 1 month later...
Posted

Ah the ever dreaded self-intro

 

Just starting out with 3D, ive taken classes in plenty of 2D image editing but thought i would go with something new. Mostly plan to use AM for creating 3D stills, I have had a story of sorts developing in my head for years and felt its high time i 'put it on paper' so to speak and after a bit of research felt this would be the best avenue for it.

 

Ah the ever dreaded self-intro

 

Just starting out with 3D, ive taken classes in plenty of 2D image editing but thought i would go with something new. Mostly plan to use AM for creating 3D stills, I have had a story of sorts developing in my head for years and felt its high time i 'put it on paper' so to speak and after a bit of research felt this would be the best avenue for it.

  • Hash Fellow
Posted
Ah the ever dreaded self-intro

 

Just starting out with 3D, ive taken classes in plenty of 2D image editing but thought i would go with something new. Mostly plan to use AM for creating 3D stills, I have had a story of sorts developing in my head for years and felt its high time i 'put it on paper' so to speak and after a bit of research felt this would be the best avenue for it.

 

Welcome to A:M!

Posted
My aim for the nearest future is to get a better understanding for Relationships and constraints. In the future I want to learn more about expression, which seems powerful.

 

Welcome back, Stefan! For Expressions, there are some QuickStart tutorials in this thread...most of which are also in my AM Films tutorials.

 

Hope that helps.

Posted

Wow, 25 years of A:M..... I think I started with A:M in 2000ish but have been away on a Bender (missing the 'L') and now come home to A:M. After such a long break (since early v16) and being 'confused' by other methodologies I think I will count as a newbie once more :)

 

Just purchased by v17 subscription - now what to do :) Any projects going?

 

 

Cheers

 

David

Posted
Wow, 25 years of A:M..... I think I started with A:M in 2000ish but have been away on a Bender (missing the 'L') and now come home to A:M. After such a long break (since early v16) and being 'confused' by other methodologies I think I will count as a newbie once more :)

 

Just purchased by v17 subscription - now what to do :) Any projects going?

 

 

Cheers

 

David

 

Welcome back, David!

  • Hash Fellow
Posted
Wow, 25 years of A:M..... I think I started with A:M in 2000ish but have been away on a Bender (missing the 'L') and now come home to A:M. After such a long break (since early v16) and being 'confused' by other methodologies I think I will count as a newbie once more :)

Welcome back! I think you'll get back up to speed just fine.

 

 

Just purchased by v17 subscription - now what to do :) Any projects going?

 

A contest was just announced. "Pirates" seems to be the theme.

  • 8 months later...
Posted

Hello again everyone,

 

My name is Arthur Walasek, and I haven't been around for quite some time, but you probably notice my name around (especially in Fuchur's signature). I am the person that made some of the importers and exporters for AM (way back in the day). I had my own gaming company for quite a while (making casino games) and I really haven't used AM for about 8 years to do anything (I don't use anything else either). I would definitely use AM if I had to model or animate.

 

The reason I am re-introducing myself is that I find, in what I am currently trying to do, is to use the Unity 3D engine for some personal/business projects. I believe that I will be needing models and animations (since I like making games), and I was going to start using AM again for that purpose (I have to get a subscription as I am sure mine ran out a while ago). However, I see that there isn't an easy (or necessarily super cheap) way to export models and animations from AM. (I see a video and some posts about going from AM->Direct X and then using 3D Unwrapper or some other tool to do it). Is there something I am missing in getting AM models/animations into .FBX?

 

If there really isn't another way, I will be looking at writing an exporter from AM -> FBX directly. I have the Autodesk FBX SDK and Visual Studio is second nature to me. Is there anyone else with a need for this? I also don't know if it is possible, or how long it will take me as this is a sort of side project (my current projects don't need models/animations). It also would be a good way for AM'ers to possibly make some money using the Unity Asset store (if you could export your models and animations and get paid for your work).

 

Anyway, let me know if there is a better way to export to .FBX from AM, and if people are interested in this plugin. I reactivated my innovateenterprises website, so the older AM plugins (.OBJ, .DXF, .ACT, .LWO) are available. I don't know if they still work for the current AM, but I could recompile them for it (if I find my source code).

 

Arthur Walasek

arthurwalasek@comcast.net (ps how do I change my email for this forum as it is not awalasek@comcast.net)

President

CMC Gaming Systems, Inc.

http://www.cmcgaming.com

  • Hash Fellow
Posted
Hello again everyone,

 

My name is Arthur Walasek, and I haven't been around for quite some time, but you probably notice my name around (especially in Fuchur's signature). I am the person that made some of the importers and exporters for AM (way back in the day). I had my own gaming company for quite a while (making casino games) and I really haven't used AM for about 8 years to do anything (I don't use anything else either). I would definitely use AM if I had to model or animate.

 

The reason I am re-introducing myself is that I find, in what I am currently trying to do, is to use the Unity 3D engine for some personal/business projects. I believe that I will be needing models and animations (since I like making games), and I was going to start using AM again for that purpose (I have to get a subscription as I am sure mine ran out a while ago). However, I see that there isn't an easy (or necessarily super cheap) way to export models and animations from AM. (I see a video and some posts about going from AM->Direct X and then using 3D Unwrapper or some other tool to do it). Is there something I am missing in getting AM models/animations into .FBX?

 

If there really isn't another way, I will be looking at writing an exporter from AM -> FBX directly. I have the Autodesk FBX SDK and Visual Studio is second nature to me. Is there anyone else with a need for this? I also don't know if it is possible, or how long it will take me as this is a sort of side project (my current projects don't need models/animations). It also would be a good way for AM'ers to possibly make some money using the Unity Asset store (if you could export your models and animations and get paid for your work).

 

Anyway, let me know if there is a better way to export to .FBX from AM, and if people are interested in this plugin. I reactivated my innovateenterprises website, so the older AM plugins (.OBJ, .DXF, .ACT, .LWO) are available. I don't know if they still work for the current AM, but I could recompile them for it (if I find my source code).

 

Arthur Walasek

arthurwalasek@comcast.net (ps how do I change my email for this forum as it is not awalasek@comcast.net)

President

CMC Gaming Systems, Inc.

http://www.cmcgaming.com

 

Hey, Arthur, good to see you peeking back here! I have no answers to your questions except to say that questions about FBX comes up from time to time here and there is interest in that conversion.

Posted

Hi Arthur,

 

I am very happy to here from you and very happy about your offer :). It would be super awesome to have a direct way to FBX.

I am using Unity from time to time and there are many other occasions I could have used a exporter to FBX to import into other software!

 

In my signature you can see the current workflow I used to get to FBX, but it needs other software and is not very straight forward.

It would be especially awesome if it could extend the possibilities of the DirectX-Exporter (it can only export bone-animation, no CP-animations, etc.) but even if it could only export what the directx-export can it still would be great.

 

There have been different requests for FBX-exporters (and Collada-Exporters but today it really would be enough to have a FBX-exporter) like this one:

A:M FBX-Exporter Request

 

I think there is a real demend for that plugin and it would be very very helpful to many people and to get more people to use A:M.

 

See you and thanks again!

*Fuchur*

  • Admin
Posted

It's great to see you again Arthur.

 

You said:

(ps how do I change my email for this forum as it is not awalasek@comcast.net)

 

It's in your profile which you can edit via buttons at the top right of the forum but for now I've changed it for you.

 

As for a FBX plugin... lots of folks would love to have such a converter.

I for one would just like to know more about using Visual Studio with A:M.

I have a few projects I'm researching but its going to take awhile to get educated.

 

Welcome back! :)

Posted
It's great to see you again Arthur.

 

You said:

(ps how do I change my email for this forum as it is not awalasek@comcast.net)

 

It's in your profile which you can edit via buttons at the top right of the forum but for now I've changed it for you.

 

As for a FBX plugin... lots of folks would love to have such a converter.

I for one would just like to know more about using Visual Studio with A:M.

I have a few projects I'm researching but its going to take awhile to get educated.

 

Welcome back! :)

 

Quick question before I go looking for my old AM code for my exporters...

 

Is there a new SDK for AM? Last one I used was probably for v13 or earlier... I tried looking on the website, but couldn't find any info on it or how to download it. If you could personally email me where/how to get it, I would appreciate it...

 

arthurwalasek@comcast.net

  • Admin
Posted

I would love to have a copy of the current SDK myself.

 

Steffen Gross is the keeper of the SDK and I believe he maintains a more recent (personal) update of the SDK tailored to his coding practices that he shares upon request.

The last official public release SDK is still v13.

 

UPDATE: Since posting this the v18 SDK has been released!

 

Go get it!

 

Animation Master SDK (v18)

  • 3 months later...
Posted

Hi All

 

I have been bouncing around with Animation programs (both 2D and 3D) now for about 10 years and haven't found "the one". Three things that contribute to that are: 1) I am a musician and also write and record and 2) I have a short attention span LOL. 3) I don't have a story to tell.

 

However, something drives me to learn 3D Animation so I am going to try A:M.....again. I think I was put off on the registration of the trial version a while back. I though it was some sort of maleware. But I have been getting a good vibe about it. And I see the potential and what has been done with it.

 

So what does A:M do that Blender doesn't do; in noob speak?

 

 

Hope to catch the A:M bug, folks!

Posted

Hi and welcom to the A:M forums Blickfang,

 

the biggest difference between those two is, that A:M provides an easier to understand and more consistent user interface and an easier and more fluid character animation system.

Blender has the big disadvantage, that it is written by many people who do not really care about a straight user interface experience but just do it the way they want to do it.

That means: Each tool looks different and is not written in the same way the one before is.

 

That is fine as long as you do only tutorials or play around but when you have to think outside the box and do things that have not been done in a video tutorial, you very likely get lost much faster.

Of course A:M has a spline/patch-orientation which can be good or bad, depending on your taste. A:M is more like drawing something while box-modelling software like Blender is more like sculpting.

Splines / Patches / NURBS are resolution independ (no matter how close you camera gets, it will look smooth) while typical box-modeller do not have that advantage. Most software claims to have NURBS or stuff like that,

but since they are using polygones as their main modelling tool their NURBS-modelling suffers heavily from that.

 

There are advantages of Blender which mostly result from the open source nature of Blender (many different use cases, free, etc.) but if you get into serious production or want to learn the art of animation, that does not help much.

Doing much but nothing indepth is like not doing it at all, if you ask me.

 

I'd suggest that you get the trial (I can assure you that it is not a virus in any way...) and see which interface or modelling method you like more and decide it that way.

 

See you

*Fuchur*

  • Admin
Posted
So what does A:M do that Blender doesn't do; in noob speak?

 

Bottom line: A:M leverages Spline Technology and focuses on ease of use. Animation can be done without even knowing what is going on underneath the user interface.

While should you choose to dig deeper you can leverage that as well.

 

Also note that it's not an either or situation.

There is nothing to keep folks from using A:M with other programs... especially if they are free, although I've found that I cannot use Blender because use is beyond frustration for me... even for some of the simplest things.

One thing that many programs lack is A:M's context sensitive nature (most of which are available via menus accessed via a simple Right Click).

 

Welcome back to A:M! :)

 

Added:

 

1) I am a musician and also write and record

 

That's awesome. We need more musically oriented folks here in the A:M Community.

Audio is such a very important part of filmmaking we all should be pressing into it.

 

2) I have a short attention span LOL.

 

I think that is the rule of the day for most folks... there is a lot to distract us these days.

 

 

3) I don't have a story to tell.

 

I suppose you could join in some of the challenges, collaborate with others, refine your skills and then you'll be more than ready once you do have stories you want to tell. :)

  • Hash Fellow
Posted

If I had to summarize the purpose of A:M in one sentence: "The goal of A:M is not to include every possible means of creating computer graphics, the goal of A:M is to provide a set of genuinely useful tools for people who want to model and animate characters."

 

Of course that leaves a lot unsaid but I would say that's the basic mission statement. Most questions about why A:M has or hasn't some feature resolve with what that main purpose of A:M is.

 

If A:M doesn't have it... you don't need it. :D

  • 2 months later...
Posted

Hello! (?). I used to post as someone else, but finally realized I should leave my personal stuff aside, instead of using this forum...Like you guys were probably thinking he should go get his own forum or something, right, plus I would get a little, well, you know...and not being able to log in sealed the deal! Well, I might make a forum (booooring!) soon since I've got my website laid (is it layed?) out. I'd say go check it out but it doesn't seem to be up right now...so I'll wait!

 

Anyway, just checking in... Still want to add more stuff to the website, but, at some point, you need other people to get involved with it (maybe someone(s) here!), just to know it's as good as I think it is or could be I should say...Then a bunch of other stuff! But I like when there's time to think it over...I'm about out of time and patience pursuing other career options, so...whatever!

 

I'd like to thank the folks here (I'd say names, but afraid to leave someone out) for helping out with a whole lot of stuff before, but usually just the discussions helped...

 

Still have everything from before, and my app works on my Android so should be good to develop further. Hope Vera's doing okay.

  • Hash Fellow
Posted

Welcome back to the forum DZ, whoever you are!

 

I believe you can go to "My Controls" and edit your profile to not show a name if you so desire.

Posted

Well, I was hoping a few of you knew who I was. Or maybe you were being sarcastic? We'll never know!

 

Yea, I'm using a "key"name. Get it? Like a penname? No? Oh well. Thank you!

 

I remember someone saying "The only thing worse than getting noticed is not getting noticed", so I'll take what comes with monoboom.co. Been a long way just to put the site up in a few weeks, but hopefully it's a good resource. I'll stick to the Android forum, unless there's a topic I can be of assistance.

  • 3 weeks later...
  • Admin
Posted
Apparently, OpenGL only these days.

 

For v18, but as you now know we can run earlier versions back to v15 along with our subscription*... so D3D still applies as stated to those releases but that was as of 2011 so account for 3 years inbetween that and current versions. If you must run D3D I would expect you'd want to target the earliest versions.

 

Disclaimer: I don't have those releases installed at present so would have to check. The changes should also be listed in the change listings in the Latest Information forum.

 

*The only reason we cannot run releases earlier than v15 is that subscriptions as they are currently programmed didn't exist yet.

So we can only time travel back to when the invention of the first time machine occurred. :)

  • Hash Fellow
Posted

Welcome to A:M-land, nemyax

 

D3D or OpenGL - real-time rendering.

Apparently, OpenGL only these days.

 

I think that was an economy move to reduce maintenance time. D3D was always slower in real time than OpenGL so there was that against it and it didn't support Mac AFAIK.

 

 

 

 

On subscriptions, I believe you can run v13 v15 and later on a subscription. A CD is used for versions up thru v15. v15 came in both CD and subscription versions.

  • Admin
Posted
On subscriptions, I believe you can run v13 and later on a subscription. A CD is used for versions up thru v15. v15 came in both CD and subscription versions.

 

I believe you are right... and I've corrected my post above to reflect such.

I have no idea why I've got v13 and above locked deeply into my brain.

Perhaps I was using both CD and subscription versions back then but I don't think I was.

Thanks for setting me straight Robert. :)

 

Some weird stuff is going on with my posting (edits reverting to earlier versions) so I think I will stop at that.

The issue with installing prior websubscriptions to v15 is that I don't see any AMweb (i.e. websubscription) installers.

  • Hash Fellow
Posted

Hold the presses... I've just edited my response. I dont' know why I wrote v13 where I did. :o

 

so, here's the scoop as I know it......

 

v5?-v15 run with a CD in a CD drive

 

v15 and later run with an online subscription.

 

v15 was available both ways

  • Admin
Posted

Yes indeed. And as confirmation I see v15 was the first official release with a link to a web subscription.

(and of course it should be noted there was a transitional period circa v15 where both websubs and CDs were available)

  • 8 months later...
Posted

Hello all

I use to use AM back in V6 days and updraded to V7.
So been many years now since ive used AM and see your at V18.

Last few years i have been dabbling in C4d just modelling but found its rigging and animation rather complex to use and i remembered the simplicity of AM.
So iv just requested the trial version to see what it is like now days.

If i was to upgrade to version 18 would i have to pay the full retail for the boxed version $299?
Cause i remembered that when i upgraded from 6 to 7 i only paid (back in them days) $100 for the newer version so not paying full price.

Once i get the trial version and have a play with that for a while, ill think about upgraging my version 7 (lol) to v18.

 

Cheers
John

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...