serg2 Posted May 31, 2012 Share Posted May 31, 2012 It seems that dream has come true animators )))))))) We try. Sharing experiences http://dl.dropbox.com/u/4964558/rigmesh_v1.01.zip Quote Link to comment Share on other sites More sharing options...
pixelplucker Posted June 4, 2012 Share Posted June 4, 2012 Rigging system that has auto bones like this would be sweet in AM. Should be possible right? Quote Link to comment Share on other sites More sharing options...
MMZ_TimeLord Posted June 4, 2012 Share Posted June 4, 2012 That's pretty nifty. Now, can you manipulate the mesh in more detail WITHOUT adding more to the rig? For general skeletal rigging this is a huge step though. Quote Link to comment Share on other sites More sharing options...
ruscular Posted December 26, 2012 Share Posted December 26, 2012 any cheap solution to converting the FBX file to a importable 3D object? Quote Link to comment Share on other sites More sharing options...
jirard Posted December 27, 2012 Share Posted December 27, 2012 any cheap solution to converting the FBX file to a importable 3D object? I have found an old version of a japanese software that uses both patch and polys and has an A:M exporter and also fbx and collada (I havent found one with mdd besides the "big guys"). Ruscular I will e-mail you the name of that software if u want. I dont want to break forum rules. I think it (the software) would do what u want Quote Link to comment Share on other sites More sharing options...
ruscular Posted December 27, 2012 Share Posted December 27, 2012 I'm thinking if I can convert the FBX to OBJ file then I could convert that to MDL file thru wings3D, then into Hash! Crazy huh? Quote Link to comment Share on other sites More sharing options...
jirard Posted December 27, 2012 Share Posted December 27, 2012 I'm thinking if I can convert the FBX to OBJ file then I could convert that to MDL file thru wings3D, then into Hash! Crazy huh? With the software im talking about u could just export to hash mdl. It supports both poly and patch based modeling. Quote Link to comment Share on other sites More sharing options...
Admin Rodney Posted December 27, 2012 Admin Share Posted December 27, 2012 Jirard, I believe you are talking about Shade? The problem there is the same as with other/similar software. They usually do polys. They can often use a form of splines. But the two are not compatible enough to easily move back and forth without some loss of data or manual reworking. If there has been a breakthrough recently I'm not aware of it. Edit: We've gone a bit off topic here but... just soze ya knows. Shade 3D for unity is a free program that you should be able to use with A:M to get OBJ files into Unity... not necessarily FBX however as it appears to only import and not export. Linkage: http://www.mirye.net/shade-3d-for-unity-overview It is free so could make a nice addition to the toolset for getting A:M models ported to Unity. Quote Link to comment Share on other sites More sharing options...
jirard Posted December 28, 2012 Share Posted December 28, 2012 Jirard, I believe you are talking about Shade? The problem there is the same as with other/similar software. They usually do polys. They can often use a form of splines. But the two are not compatible enough to easily move back and forth without some loss of data or manual reworking. If there has been a breakthrough recently I'm not aware of it. Edit: We've gone a bit off topic here but... just soze ya knows. Shade 3D for unity is a free program that you should be able to use with A:M to get OBJ files into Unity... not necessarily FBX however as it appears to only import and not export. Linkage: http://www.mirye.net/shade-3d-for-unity-overview It is free so could make a nice addition to the toolset for getting A:M models ported to Unity. HI Rodney Yes it was Shade and another software named Marble Clay. I have always wanted to test out other software that might play well with A:M. I have found a few other modelers that are spline based that might work. Not including Hexagon3d which supports Coons patches and Doo Sabian subdivision. As does FormZ (to expensive and not intuitive). I notced that alot of Japanese based software has import export functions for A:M and seemed at one point to look to Hash or spline Patches over sub d modeling. None of them are intuitive like Animation master or have even 5 percent of the rigging and character animation tools though. Its funny cuz when I visit other software forums there is always an old A:M user asking the developer to make their software act and work like Animation master. I even found an old abandoned(?) 3d modeling app called Patchdance (hash patches?) but couldnt check it out cuz it was for Macs only. I am always intrested in how other programmers and software designers have handled Martins patches. I know Martin said that getting Hash patches and Polys to play well is possible kinda Like going to Mars is possible, but I think mdd has made it to where were getting alot closer. OK I"m through hijacking this thread. Sorry Serg. Quote Link to comment Share on other sites More sharing options...
serg2 Posted December 28, 2012 Author Share Posted December 28, 2012 It is a good debate right, jirard Merry Christmas Happy New Year everyone! Quote Link to comment Share on other sites More sharing options...
Hash Fellow robcat2075 Posted December 28, 2012 Hash Fellow Share Posted December 28, 2012 I figure the big attraction of the app that serg showed at the top was that it was rigging the shape in addition to modeling it? To me i would think that getting bone placement and vertice weight into A:M would be the easy part, but there's no importer i know of that handles the bones part of it. Quote Link to comment Share on other sites More sharing options...
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