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Hash, Inc. - Animation:Master

Is the duplicator wizard the right way to do this?


sculptorpro

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It can be used like that.

But it highly depends on what you are after... if everything is in one model, the sweeper or duplicator wizard will do the job.

 

If you are in a choreography, "Multiple copies" will do what you want. (invoke this plugin by RMB on the model which should be multiplied. Then it will have options more or less like the duplicator plugin).

 

Putting stuff in a circular form is possible with sweeper by creating a circular spline/path and putting it on there.

The duplicate-wizard would need an offset of the group you are using so it can put the models in a circle.

 

I am not aware of a real good tutorial on this right now, but maybe someone else can give you more information.

 

See you

*Fuchur*

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Thanks for that link Robert, will view it tonight. Another quick question about the relationship between the camera settings and the render menu settings, both have the same input, when do you use the camera input over the render file input?

You can choose which one gets used during a render with the "Use settings from" dialog in the Render tab.

 

If you choose "The Camera" you can/must make your settings in the Camera properties and they will be saved with your Chor and be restored even if you should use different settings in another project later.

 

"This Dialog" is a way to override any Camera render settings you may have made, perhaps just to test something temporarily in the view window.

 

 

 

There is some coverage of this in the Quickstart video on Rendering

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...or you use custom render presets and just ignore the camera settings all along (i only once set the camera to a 16:9 resolution)... that is what I do. the good thing is, that if you use more than one camera you do not need to set the cameras to the same settings all the time.

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Thanks for those answers, another question, how do I access the old post plugins like bloom etc now?

 

RMB>Post Effects>Import Post Effects then navigate to the Post Effects folder in your A:M folder and choose an effect

 

Drag it from the Post Effects folder to the camera in your chor.

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I think he may mean 'access' as in 'turn on' rather than open a file that is already created. If that is the case:

 

In the Project Workspace listing under Post Effects>New>Post Effect (Shortcut: Double Clicking on the Post Effect label will get you to this stage)

The above creates an empty Post Effect1 container.

Now Right Click on Post Effect 1>Change Type to>Hash Inc> (Select the type of Post Effect)

 

These Post Effects can be used either on a Camera (drag and onto the Camera in the Chor) or via A:M's Composite feature (In the PWS listing: Right Click on Image>New Composite. The Post Effects you create can now be dragged/dropped onto into the Composite where you can add effects to any previously rendered imagery.

 

Please note that a few Post Effects have more powerful equivalents in more recent GPU Post Effects which can be turned on in the Render Panel. Blur is an expecially useful improvement as the standard Blur has very little effect while the GPU Blur is what one would create blurring as expected. The rule of thumb of which Post Effect type to use would be that if the Post Effect exists as a GPU option (via the render tab) that should be used instead of the older standard Post Effect which is manually added to a Camera.

 

I've added an image that shows the basic differences for accessing PWS and GPU Post Effects. The PWS Post Effects on shown on top/GPU Post Process on bottom.

PostEffects.png

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Thanks for all those answers, I did find and use GPU Post Effects, then I noticed the .hxt Post Effects files in my Hash Folders. Thanks for the great explanations. Another couple of questions, does anyone know what version/year Wings3D had the export .mdl plugin by Howard Trickey for AnimationMaster? I am also getting a 1 pixel white outline on my toon renders, can't find any unusual settings that may be causing this. Thanks again for all the input.

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I am also getting a 1 pixel white outline on my toon renders, can't find any unusual settings that may be causing this. Thanks again for all the input.

 

 

I'm not sure about this. Possibly "alpha channel" is turned on.

 

You may need to post a sample PRJ and render settings saved to a preset to investigate this further.

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Hi Robert, viewed your excellent Duplicator video tut, thanks for that. The toon white fringe started appearing after I tested an layer with Alpha in Chor, so I think you could be right.

I also found the version of Wings3D (0.98.06c) with the AM export, very quick for buildings and models that have peaked cp's. I'd like to say with the response and help from this forum,

makes tackling a project much less daunting.

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I've been pondering a way to do the ring of objects with Fuchur's other suggestion, the Multiple Models on a Path plugin.

 

The hitch is that Paths must be hand drawn splines in the chor and it is difficult to make a perfect circle that way.

 

The work-around is:

 

-make any arbitrary path in the Chor.

-In the Modeler, make a model that has a true circular ring in it.

-Save the PRJ

 

-In a text editor, copy the ... stuff... section from the ring model in the objects folder to replace the same section in the Path object in the Chor.

-Resave the edited PRJ (under a new name) and load it into A:M

 

The old path is replaced by the new circle path and you can use the plugin on that.

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Actually, you can create a path quite nicely in the chor as anything else.

Click on the path-tool and create a simple spline. Now the path should be there... now switch to "Modelling"-mode in chor.

You can now for instance lath that spline and ist should be ready to go.

 

Another possibility is, that you turn on snap-to-grid, and draw with the help of that an evenly spaced 4 point spline.

Now select the spline and set the magnitude to 167% (this is quite close to a circle.

 

See you

*Fuchur*

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I love it when questions like these get asked and answered.

We continually discover new stuff. :)

 

Both methods work great and can be used quite well. I'd say using the text editor for really complex paths and Chor/Modeling Mode for everything else.

Once upon a time I had hoped to use paths to create a modular/modifiable building-city set but set that project aside as being too complex for my limited patience.

Most of the modifications would be driven by pose sliders.

 

Of course the beauty of instanced models (on a path or otherwise) is that they can easily be modified in the original, via an Action or Muscle Mode.

 

Added: bowling pin tree

Chorpaths.png

bptree.png

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Actually, you can create a path quite nicely in the chor as anything else.

Click on the path-tool and create a simple spline. Now the path should be there... now switch to "Modelling"-mode in chor.

You can now for instance lath that spline and ist should be ready to go.

 

 

 

Much better!

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