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Rodney, thefreshestever

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May 2013

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> Latest Discussions
Ilidrake @ 05-24-13 11:35
Read: 3   Comments: 0
 
> Wish Lists for A:M
Posted by ToreB - 05-20-13 07:25 - 26 comments
Couldn't find any thread on this subject (?), so I'll start one here:

1) Ability to auto unwrap and save real UV-maps, including ability to mark seams. (Would save so much time and work)

2) Option in preferences to select default spline interpolation in action/choreography (Indispensable!!)

3) Option to select the visual representation of bones. Especially to stick-look. (Less cluttering when animating)

4) Ability to utilise multicore processors inside A:M. (Greater speed all around)

5) Ability to do graphics processor/GPU rendering. (Much greater render speed in some instances)
Read 354 times - last comment by Rodney   

> Animation Contest Voting
Posted by Ilidrake - 05-19-13 12:12 - 10 comments
http://www.hash.com/vote yay.gif
Voting ends Sunday 05/26/13

The entrants are finished!!! Click the link above to vote. We will run the voting for a week and then the winner will be announced!!! Good luck and thanks to everyone who entered!!!
Read 191 times - last comment by Robert   

> v17.0g
Posted by Jason Simonds - 03-5-13 23:13 - 1 comments
Installers:
Windows 32Bit
Windows 64Bit
Intel Mac


Change Log:
  • Fixed All
      - 6306:  "Remove from Groups" and "Remove Decals" missing from v17
  • Fixed Windows
      - 6309:  Render to File , only final render is working
  • Fixed OSX
      - 6296:  Unexpected Path Request When Copying & Pasting
  • Fixed OSX
      - 6307:  Merge & Purge Decals Crashes A:M
Read 488 times - last comment by Xtaz   

> Join the "Rear Window" project
Posted by robcat2075 - 07-3-12 10:45 - 9 comments
It would be sad if Paul Forwood left us this great-looking set...




... and we didn't have FUN with it.

So don't be sad, join the"Rear Window" project and have FUN with A:M! You've got three months (until September 30th), even a tiny little gag or blip will be a welcome addition.

Hop on over to the Rear Window launch thread where you can download the set and see the instruction video in post #2.
Read 377 times - last comment by robcat2075   

> Now available: Additional Rendernodes
Posted by Fuchur - 01-21-12 11:51 - 0 comments
Hello all!

As some of you may already know from this thread, Jason added a new item to the store (thank you very much Jason smile.gif ) with which it is now possible to add additional rendernodes to your A:M licence.



Many have asked for it and I didn't want this info to be buried in a thread with another topic title...

Here you can find additional informations:
- Activation page with Step-by-Step-Instruction
- Hash store - Add rendernodes
- FAQ: How to install my new master0.lic file after I bought more Render Nodes (Win)
- FAQ: How to install my new master0.lic file after I bought more Render Nodes (Mac) (available soon, but the process already works for Macs too)

Some of you may not know what a rendernode is:
A rendernode can be used in combination with A:M Netrenderer and allows you to render with more cores (if available) at the same time.
So if you for example have 3 computers and each one has 4 cores, you can render 12 frames at the same time with A:M Netrenderer (available in v16 for free) in (about) the same time as it would take to render one frame.

Shortly spoken: This enables you to do your own little renderfarm with A:M Netrenderer.

In the store you can now get 4, 10, 25 and 50 rendernodes as a product. And if that is not enough for you: You can of course buy more than just one item for your licence... like that you can for example buy 75 (25 + 50) or 100 (50 + 50) rendernodes, add them to your licence and render with it. (I doubt, that anyone has that many cores standing around, but who knows?)

Best wishes and have fun!
*Fuchur*
Read 717 times - make a comment   

> Assigning CPs and seeing CP assignment
Posted by robcat2075 - 02-13-11 17:42 - 3 comments
In response to a query about how to find unassigned CPs, the answer is... every CP is assigned to something.

Here's how to see it and change it:

Attached File  AssigningCPs.mov ( 9.65mb ) Number of downloads: 123


Read 227 times - last comment by robcat2075   

> Animation Master FAQ
Posted by Jason Simonds - 01-4-11 19:46 - 8 comments
Hello,

I started a FAQ using http://www.phpmyfaq.de/ It seams to be what i was looking for. I'm open to software suggestions for FAQ's but more what i'm looking for here is categories and things you would like answered. Lets start out small install questions, Systems requirements, And getting started things.

If you want to help with this and be a user that can submit info to that you can sign up here http://www.hash.com/faq/?action=register I think i get a Email when this is done and i will approve the names i know.

Of you can post your FAQ's and answers you and i will add them to to faq at http://www.hash.com/faq/

Thanks Again All,
Just remember this is just a start.
I'm also working on exporting HomeSlices wiki to media wiki but i have not got that to work as of yet.
Read 870 times - last comment by Jason Simonds   

> Tin Woodman of Oz DVD
Posted by Jason Simonds - 12-15-09 22:42 - 0 comments
Read 523 times - make a comment   

> A:M on face book
Posted by Jason Simonds - 07-7-09 19:30 - 3 comments
Hash, Inc has a face book page. at this time i'm just trying to see if it's worth our time to work at this and then we may bring back our myspace and get a twitter account. So if you have a face book you should add us:

Hash Inc on Facebook

or

http://www.facebook.com/pages/Vancouver-WA...nc/211213795693


Keep up to date with all the latest information on Animation:Master.
Read 980 times - last comment by zandoriastudios   

> *** Paul's Playground ***
Posted by Paul Forwood - 12-28-08 14:24 - 588 comments
As I seem to jump from project to project, and test to test, some things seem to progress very slowly. I have decided to use just one thread to post most of my WIPs and tests that I find interesting or require some criticism.

So here are a couple of recent tests:

First a clip produced while testing AO in A:M 14:
Attached Image

Attached File  GroupTest_A00d.mov ( 1.08mb ) Number of downloads: 310


This next one was produced from an action being used to tweak the weighting on the caveman:
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Attached File  BusyTest__FunA03b__A00d.mov ( 383.06k ) Number of downloads: 343


smile.gif
Read 17,083 times - last comment by Rodney   

> Purpose of the "Rigging" topic
Posted by martin - 01-23-05 11:41 - 0 comments
PURPOSE
We want discussions of "beginner" rigs, IK rigs, FK rigs, "auto" rigs, comparisons, suggestions, and design histories.

POSTERS
I suggest not commenting on a rig's strengths or weaknesses unless you have significant personal experience: this probably means accomplished animators and rig designers. An exception would be "first impressions": you can describe your initial experiences in trying out a particular rig for the rig's designer to think about.

When you post into the topic, list your rig experience (maybe put it in your Signature). For example, 3DArtz (Mike Fitz) would have "designer: COGS" listed. You animators list the rigs you're familiar with and feel comfortable commenting on. For example, "preference: TSM, experience: Hash2001".
Read 1,654 times - make a comment   

> Creating X Ray Brain that glows
Posted by Tom - 05-21-13 13:29 - 7 comments
Hello all-

Just a quick question. I was checking out the UCLA Lab of Neural Imaging and came across a cool picture of a brain. I was trying to duplicate it in AM. I even thought that there was a Dark Tree shader that approximated x rays but couldn't find it.

Anyway, in AM I took 2 spheres, crumpled the bigger one slightly and made it transparent. Added a color map and high specularity and came up with something that doesn't look even remotely what I intended.

Any ideas how to achieve the effect on the left?

Many thanks!
Tom
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Read 119 times - last comment by Rodney   

> Made a fat lady
Posted by steve392 - 05-21-13 09:05 - 5 comments
Thought I would try a fatter lady for a change .Im quite pleased with it
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Attached File(s)
Attached File  fatgirl_walk__new_3.mov ( 440.29k ) Number of downloads: 40
Attached File  fatgirl_walk__new_3toon.mov ( 342.18k ) Number of downloads: 31
 
Read 72 times - last comment by jakerupert   

> challenge for fun ...
Posted by Xtaz - 05-21-13 04:26 - 10 comments
I proposed this challenge in another topic, and decided to create a specific topic for it.
Analyzing the views, how should be the 3d model?

If you don't want to see the solved model then not scroll down



Using toon render/lines only your model must looks like this.
Read 75 times - last comment by largento   

> Render effect
Posted by Simon Edmondson - 05-19-13 04:59 - 10 comments
Attached Image


I'm rendering a series of frames for the water spout in the current short. The sequence is being rendered as tga files with an alpha channel with the intention of compositing it within the scene.

As the render goes through I noticed this strange effect in the shadow and wondered what might have caused it and how to avoid it future ? It appears to be showing the polys the splines approximate too ? The spline rings are far less substantial then the lines suggest. ( think there are 4 in the head of the spout.

Multi pass on at 16, toon lines set to 0.2, bias at 20%, default surface properties.
OSX 10.68 on Imac, V15.

Any help gratefully received
regards
simon
Read 118 times - last comment by NancyGormezano   

> Xwing flybye
Posted by thejobe - 05-18-13 19:51 - 5 comments
Hey guys,
i wanted to test the render speeds of my new machine so i threw this together and used net render to see how long it would take.
Attached File  Xwing_in_space.mov ( 2.34mb ) Number of downloads: 84

1280x720p
30fps
global lighting with full AO
AO at 50%
multi pass x 16
output .TGA
10 seconds total (300 frames)

Netrender
5 slaves
total time 1 hour 16 mins

sound effects were done in post.
Read 81 times - last comment by TheSpleen   

> how to deleate poses - any way to get rid?
Posted by steve392 - 05-17-13 06:10 - 4 comments
Is there a way to get rid of unwanted poses in the pose slider window,I deleate them from the user relations but there still in the pose window,any idea anyone please
Read 70 times - last comment by steve392   

> Eye Highlights -Always 'on'
Posted by John Bigboote - 05-15-13 07:38 - 6 comments
Recently, I was befuddled trying to get eye-highlights to show up consistently. Naturally, I played with my eye geometry's specular settings... adjusted lights etc but I was never really happy with getting a consistent highlite in the eye... essential to giving the 'spark' that helps make the eye look glossy, alive, vital, sharp... etcetera. Since my initial effort was to make an illustration, I automatically thought- 'oh, just add it later in Photoshop.' But when I considered animating the scene I decided I needed an 'always on' solution, so I modeled it as a simple lathed circle with 100% ambiance.

SO- I simply made geometry that would guarantee the highlites 'ever-presence' and weighted it to the eye's bone with a mix to the head bone so that it would not fully track with the eye. This is a cartoony 'cheat' or 'trick' that I would recommend in a lot of scenarios- but not all. Additionally, I could add poses that would make this circular hilite bigger/smaller or more transparent...

Here are links to see this trick in action on my Trinquette pinup challenge entry:

http://www.facebook.com/photo.php?fbid=360...e=1&theater
And links to the 2 animations:
http://youtu.be/SWOLJVJycj4
http://youtu.be/3Cj_OEJB1UQ
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Read 80 times - last comment by John Bigboote   

> Modeling demo: cartoon character
Posted by Xtaz - 05-14-13 18:22 - 21 comments
I modeled a head to help in the Douglas' project then he ask me how I did it... I restarted the process but this time I recorded it. It took me 22 minutes then I decided to increase the video speed. The modeling is a dinamic system thus this model isn't the same as the first, there is some diferences in the splines but the result is the same. I hope you enjoy it. if you have some question, please be my guest to comment.



http://youtu.be/U5w19qocMEQ (720p)
Read 272 times - last comment by Dpendleton77   

> Early Sunday Morning Building
Posted by rodger_r - 05-11-13 06:58 - 9 comments
The modeling for the upper floor is complete. It was tougher than expected to deduce the third dimension of things based on their shadows so I ended up just making educated guesses. (My thanks to Mark Largent for his link to a building in New York on Google Street View. That was really helpful.) And there's no way I can reconcile the angle of the sign extending from the left of window #3 and the length of its shadow. Hopper more or less got the perspective of every component correct except for that sign. But hey, I'm no artist. I'm sure he had a good reason at the time.
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Read 135 times - last comment by largento   

> Trapez
Posted by Dpendleton77 - 05-10-13 14:32 - 22 comments


http://trapezfilm.blogspot.com/

Here is another great work in A:M.
Read 193 times - last comment by Vertexspline   

> Function curves
Posted by Simon Edmondson - 05-10-13 12:06 - 9 comments
I've reached the point were I need to learn how to use the function curves to edit the ease in and out after the keys have been set. This is something avoided for a long time but, have to learn some time.

I have a figure hitting a tree top and that then bends down with the weight and force of impact. It bends over to the point were its going to snap back and launch him upwards. I'm reasonably happy with the keys but would like to adjust the curves so that there is a chance for the facial expressions to read.

There are five bones on the tree. If I open up the graph editor which are the axis that I need to edit, x, y, or Z and what is it that needs to be adjusted ?
If the curve going through the key is steep in and rounded out, does that mean its fast in and slow out

I appreciate this may be a 'piece of string' type question but, these are the curves before editing ?
Any help gratefully received. Thank you.
regards
simon
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Read 176 times - last comment by Rodney   

> Space Marines
Posted by higginsdj - 05-9-13 21:01 - 27 comments
OK, didn't get far rigging - need to do a little more research into the various rigs and find some tutorials so started work on the set..... Here's the Armory/Bunker so far....
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Read 270 times - last comment by John Bigboote   

> Keekat with hammer
Posted by thejobe - 05-8-13 22:38 - 1 comments
Found these models on my machine and couldnt resist doing a render.
smile.gif
7 min render
IBL lighting
16 passes + AO
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Read 59 times - last comment by Rodney   

> Gun rigging
Posted by higginsdj - 05-8-13 17:45 - 5 comments
I have a gun, with detachable magazine and 10 rounds each round made up of the Cartidge and Projectile. Since I want to animate the gun, I cannot parent anything (or can I???) so how best should I 'join' all the parts yet make each part animatable (independant) when 'fired'. At present I have them as a single model each with their own bone - no parent.

Cheer
Read 75 times - last comment by higginsdj   

- Lo-Fi Version Time is now: 24th May 2013 - 12:12 PM