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	<title>A:M Forums (All)</title>
	<description>Latest post from the A:M Forum</description>
	<link>http://www.hash.com/forums/index.php</link>
	<pubDate>Wed, 16 May 2012 21:02:13 -0700</pubDate>
	<ttl>15</ttl>
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		<title>A:M Forums (All)</title>
		<url></url>
		<link>http://www.hash.com/forums/index.php</link>
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		<title>Cloth 17</title>
		<link>http://www.hash.com/forums/index.php?showtopic=41664</link>
		<description><![CDATA[Cloth has been very hard to get a grip on.  Second run at it<br /><br />Steve<br /> <img src="http://www.hash.com/forums/style_emoticons/default/ohmy.gif" style="vertical-align:middle" emoid=":o" border="0" alt="ohmy.gif" />]]></description>
		<starter>Shelton</starter>
		<poster>robcat2075</poster>
		<pubDate>Wed, 16 May 2012 19:56:57 -0700</pubDate>
		<guid isPermaLink="false">41664</guid>
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		<title>One Hour Triceratops</title>
		<link>http://www.hash.com/forums/index.php?showtopic=41658</link>
		<description><![CDATA[A run-through of an idea i had for New TAoA:M<br /><br /><br />It was going to be the "Ten-Minute Triceratops" but here I am an hour later...  <img src="http://www.hash.com/forums/style_emoticons/default/tongue.gif" style="vertical-align:middle" emoid=":P" border="0" alt="tongue.gif" /> <br /><br /><a href='http://www.hash.com/forums/index.php?act=attach&type=post&id=59660'>http://www.hash.com/forums/index.php?act=attach&type=post&id=59660</a>]]></description>
		<starter>robcat2075</starter>
		<poster>robcat2075</poster>
		<pubDate>Wed, 16 May 2012 12:13:44 -0700</pubDate>
		<guid isPermaLink="false">41658</guid>
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		<title>Got to love netrender</title>
		<link>http://www.hash.com/forums/index.php?showtopic=41663</link>
		<description><![CDATA[Testing out netrender on my animation machine.  Ran just perfectly.<br /><br />Steve]]></description>
		<starter>Shelton</starter>
		<poster>Shelton</poster>
		<pubDate>Wed, 16 May 2012 19:47:23 -0700</pubDate>
		<guid isPermaLink="false">41663</guid>
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		<title><![CDATA[Dan's Epic Gamin' stuff]]></title>
		<link>http://www.hash.com/forums/index.php?showtopic=40579</link>
		<description><![CDATA[Hi guys,<br /><br />Didn't know exactly where to post this but as it's stuff I'm working on I guess this'll be as good a place as any  <img src="http://www.hash.com/forums/style_emoticons/default/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" /> <br /><br />First up is a squadron of Arwing's from the game series Starfox that will be used in the opening skit of episode 14.<br /><br /><a href='http://www.hash.com/forums/index.php?act=attach&type=post&id=57241'>http://www.hash.com/forums/index.php?act=attach&type=post&id=57241</a><br /><br />You can also check out Gwen our soon to be new co-host by visiting <a href="http://blip.tv/EpicGamin/epic-gamin-a-quick-look-behind-the-scenes-5519910" target="_blank">Epic Gamin say hi to Gwen</a>]]></description>
		<starter>Wildsided</starter>
		<poster>robcat2075</poster>
		<pubDate>Wed, 21 Sep 2011 08:29:21 -0700</pubDate>
		<guid isPermaLink="false">40579</guid>
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		<title>Radiosity</title>
		<link>http://www.hash.com/forums/index.php?showtopic=39666</link>
		<description><![CDATA[I've been starting to finally animate and stuff, but one thing that stands in my way is lighting effects. I have no clue how to use radiosity. I've tried it and all i get is a bunch of spots all over and have no idea how to get rid of this and get good looking lighting. Anyone know how to work radiosity?]]></description>
		<starter>captainrex</starter>
		<poster>robcat2075</poster>
		<pubDate>Tue, 08 Mar 2011 12:30:24 -0800</pubDate>
		<guid isPermaLink="false">39666</guid>
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		<title>Hanging cables, hoses etc?</title>
		<link>http://www.hash.com/forums/index.php?showtopic=41653</link>
		<description><![CDATA[For Red Squad one of the things I have to do is "trash" some of the bridges.  By that I mean I gotta do battle damage.  So one of those things that comes with Star Trek bridge battle damage, are things like hanging electrical cables, hoses and stuff like that.  Now my first instinct obviously would be to just model it, however, that'll be kind of stiff and in scenes where things explode, these cables and hoses and stuff will probably need to swing and things like that.  So I kind of got to thinking about some of Robert's rope tests and stuff like that.  What do you guys think is the best approach for this sort of thing?]]></description>
		<starter>Darkwing</starter>
		<poster>pixelplucker</poster>
		<pubDate>Tue, 15 May 2012 07:52:37 -0700</pubDate>
		<guid isPermaLink="false">41653</guid>
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		<title><![CDATA[Keyframes won't set]]></title>
		<link>http://www.hash.com/forums/index.php?showtopic=41649</link>
		<description><![CDATA[I've never had this problem before. I have my model in the Choreography and set it to Skeletal mode. I move along the timeline and move my model. I play the timeline and the model doesn't animate. I've tried with models from the library and no matter what I do I can't get keyframes to set and models to animate?<br />Ver 16B.<br />Any idea's?]]></description>
		<starter>Dalemation</starter>
		<poster>John Bigboote</poster>
		<pubDate>Mon, 14 May 2012 14:19:00 -0700</pubDate>
		<guid isPermaLink="false">41649</guid>
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		<title>Path Deformer</title>
		<link>http://www.hash.com/forums/index.php?showtopic=41518</link>
		<description><![CDATA[Y'all don't need to be drooling over "path deformers" in other programs... A:M's got 'em!<br /><br /><a href='http://www.hash.com/forums/index.php?act=attach&type=post&id=59360'>http://www.hash.com/forums/index.php?act=attach&type=post&id=59360</a><br /><br /><a href='http://www.hash.com/forums/index.php?act=attach&type=post&id=59359'>http://www.hash.com/forums/index.php?act=attach&type=post&id=59359</a><br /><br /><br /><br /><br />]]></description>
		<starter>robcat2075</starter>
		<poster>phatso</poster>
		<pubDate>Tue, 10 Apr 2012 16:40:27 -0700</pubDate>
		<guid isPermaLink="false">41518</guid>
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		<title>Star Trek: Red Squad</title>
		<link>http://www.hash.com/forums/index.php?showtopic=40453</link>
		<description><![CDATA[All righty, I've been meaning to do this for sometime and am only now just getting around to it.  As mentioned before, I am assisting with a project known as Star Trek: Red Squad.  It's a 4 episode web series that is on its final episode.  The basic premise is after the destruction of Romulus, Starfleet is training the cadets of Red Squad aboard the USS Enterprise (which is beginning to near the end of its tenure.)  Suddenly, Red Squad is thrown into saving the quadrant from a mad man Romulan by the name of Deitrix, who is using wormhole technology to wipe out the Federation and all of its allies once and for all.<br /><br />Red Squad simply started as a test sequence of animations by Chris Kroznuski (Earth Link Zero creator) a few years ago, back when he first started dabbling in 3DS Max (oh, I should mention that stuff made in Max will appear in this thread as I cannot only show you half of the project).  Over the last couple of years and 3 episode later, his skills have much improved and episode 4 is branching into things not seen in Red Squad before.<br /><br />As they were tests, Red Squad was simply animated using Star Trek game models and the like and lacked any sort of character, other than text typed on a screen.  Episode 3 however was supposed to incorporate actual character animation and voice overs, however due to time constraints and the release date continually being pushed back, that was scrapped and voices were recorded to go over the usual text (in somewhat of a rush I should add).  <br /><br />This is not the case with episode 4 though!  Episode 4 is still early in its pre-production phase. The script is written and I've been working on building the characters and sets.  We're looking at a release date of fall 2012 for this final installment which should prove to be considerably better then the previous episodes combined!<br /><br />So without further to do, pics vids and stuff <img src="http://www.hash.com/forums/style_emoticons/default/tongue.gif" style="vertical-align:middle" emoid=":P" border="0" alt="tongue.gif" /><br /><br />Episode 1: Incursion at Sagan<br /><a href="http://www.youtube.com/watch?v=kiOlz_FCC8g" target="_blank">http://www.youtube.com/watch?v=kiOlz_FCC8g</a><br /><br />Episode 2: Kosack's Tears<br /><a href="http://www.youtube.com/watch?v=ko2v5buO6m8" target="_blank">http://www.youtube.com/watch?v=ko2v5buO6m8</a><br /><a href="http://www.youtube.com/watch?v=hvn1-e4_FuE" target="_blank">http://www.youtube.com/watch?v=hvn1-e4_FuE</a><br /><br />Episode 3: The Charge<br /><a href="http://www.youtube.com/watch?v=7v9GhUFRyHE" target="_blank">http://www.youtube.com/watch?v=7v9GhUFRyHE</a><br /><a href="http://www.youtube.com/watch?v=Wm3n9LpscwQ" target="_blank">http://www.youtube.com/watch?v=Wm3n9LpscwQ</a><br /><a href="http://www.youtube.com/watch?v=TZOyMamq5ZE" target="_blank">http://www.youtube.com/watch?v=TZOyMamq5ZE</a><br /><br /><a href="http://www.facebook.com/stredsquad" target="_blank">Our Facebook Page (Please Like <img src="http://www.hash.com/forums/style_emoticons/default/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> )</a><br /><br />And now for the current progress on Episode 4 and then all progress from here on in will be posted <img src="http://www.hash.com/forums/style_emoticons/default/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /><br /><br />Stuff by Chris K:<br /><img src="http://i26.servimg.com/u/f26/15/36/12/95/beware10.jpg" border="0" class="linked-image" /><br /><br />Music is 100% original and not currently released, so please don't redistribute<br /><br /><a href='http://www.hash.com/forums/index.php?act=attach&type=post&id=56884'>http://www.hash.com/forums/index.php?act=attach&type=post&id=56884</a><br /><a href='http://www.hash.com/forums/index.php?act=attach&type=post&id=56885'>http://www.hash.com/forums/index.php?act=attach&type=post&id=56885</a><br /><br />Test Render<br /><a href='http://www.hash.com/forums/index.php?act=attach&type=post&id=56886'>http://www.hash.com/forums/index.php?act=attach&type=post&id=56886</a><br /><br /><br />And now some stuff by me!<br /><br />These two pics are the new logo via Photoshop, I've yet to make an AM version<br /><img src="http://i56.tinypic.com/11kfrlx.jpg" border="0" class="linked-image" /><br /><a href='http://www.hash.com/forums/index.php?act=attach&type=post&id=56887'>http://www.hash.com/forums/index.php?act=attach&type=post&id=56887</a><br /><br />And Captain Henderson of course <img src="http://www.hash.com/forums/style_emoticons/default/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /><br /><img src="http://i56.tinypic.com/2dk06bk.png" border="0" class="linked-image" /><br /><img src="http://i54.tinypic.com/zjdtlf.png" border="0" class="linked-image" /><br /><br />Aaand his bridge. These pics are a bit older as those forward consoles were remodeled<br /><a href='http://www.hash.com/forums/index.php?act=attach&type=post&id=56888'>http://www.hash.com/forums/index.php?act=attach&type=post&id=56888</a><br /><a href='http://www.hash.com/forums/index.php?act=attach&type=post&id=56889'>http://www.hash.com/forums/index.php?act=attach&type=post&id=56889</a><br /><br />Well, that's about all I can think of to show right now, I imagine there's more, but as I said, I'll be posting at least my WIP stuff in this thread from now on <img src="http://www.hash.com/forums/style_emoticons/default/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />]]></description>
		<starter>Darkwing</starter>
		<poster>Darkwing</poster>
		<pubDate>Mon, 22 Aug 2011 11:15:39 -0700</pubDate>
		<guid isPermaLink="false">40453</guid>
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		<title><![CDATA[Phil Leavens' Tasmanian Tiger]]></title>
		<link>http://www.hash.com/forums/index.php?showtopic=41651</link>
		<description><![CDATA[I retrieved this c. 2004 work via the Wayback machine and felt it ought to be seen again.  That's genuine A:M hair, expertly done.<br /><br />Great work Phil, where ever you are!<br /><br /><a href='http://www.hash.com/forums/index.php?act=attach&type=post&id=59643'>http://www.hash.com/forums/index.php?act=attach&type=post&id=59643</a><a href='http://www.hash.com/forums/index.php?act=attach&type=post&id=59644'>http://www.hash.com/forums/index.php?act=attach&type=post&id=59644</a>]]></description>
		<starter>robcat2075</starter>
		<poster>robcat2075</poster>
		<pubDate>Mon, 14 May 2012 20:08:58 -0700</pubDate>
		<guid isPermaLink="false">41651</guid>
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		<title>Installing 32-bit A:M if you already have 64-bit A:M</title>
		<link>http://www.hash.com/forums/index.php?showtopic=41626</link>
		<description><![CDATA[<i>Mod note: I've split this off from a TAoA:M exercise thread as this might be useful to other people who need to find and install 32-bit A:M to use its Quicktime ability.  64-bit A:M doesn't have Quicktime, but 32-bit A:M does.</i><br /><br /><br /> <!--quoteo(post=368538:date=May 3 2012, 06&#58;35 PM:name=Dpendleton77)--><div class='quotetop'>QUOTE(Dpendleton77 &#064; May 3 2012, 06&#58;35 PM) <a href='index.php?act=findpost&pid=368538'><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><a href='http://www.hash.com/forums/index.php?act=attach&type=post&id=59578'>http://www.hash.com/forums/index.php?act=attach&type=post&id=59578</a>Here is mine. Hopefully I added this right if not help!!!<!--QuoteEnd--></div><!--QuoteEEnd--><br /><br />Actually the best way to post work is to render it to a Quicktime file.<br /><br />If you are using 64-bit A:M you may also want to install the 32-bit version so you can load your PRJ and render (Quicktime isn't available yet in 64-bit A:M)<br /><br />You can have both A:Ms installed. copy the master0.lic file from the 64-bit A:M folder to the 32-bit A:M folder.]]></description>
		<starter>robcat2075</starter>
		<poster>robcat2075</poster>
		<pubDate>Thu, 03 May 2012 20:41:18 -0700</pubDate>
		<guid isPermaLink="false">41626</guid>
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		<title>Toonnation</title>
		<link>http://www.hash.com/forums/index.php?showtopic=41652</link>
		<description><![CDATA[I was reading the materials chapter in David Rodgers guide to AM 2002 and the section on Toon renders mentions  a series of plugins developed by Andy Whittock at <a href="http://www.toonnation.co.uk" target="_blank">http://www.toonnation.co.uk</a>. I tried to visit the site but it doesn't seem to be available any longer. Does anyone know what happened to it and if the resources are still available ?<br />I have an interest in toon rendering that I would like to follow up as much as possible ?<br />regards<br />simon]]></description>
		<starter>Simon Edmondson</starter>
		<poster>Simon Edmondson</poster>
		<pubDate>Tue, 15 May 2012 04:09:53 -0700</pubDate>
		<guid isPermaLink="false">41652</guid>
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		<title>What became of Super Mario Film</title>
		<link>http://www.hash.com/forums/index.php?showtopic=39718</link>
		<description><![CDATA[Well, I havn't shown my face around here in 2 or 3 years, and for those of you that remeber me I was working on the project known as Super Mario Film awhile back. Although that project had died years ago, I decided that I'd finish the first scene of it (which in my opinion was the best scene), and call it the finished product.<br /><br />You can view it here:<br /><br /><a href="http://www.youtube.com/watch?v=bm1YnrupA9w" target="_blank">http://www.youtube.com/watch?v=bm1YnrupA9w</a><br /><br />Thanks to the members who helped create this video:<br />Nunsofamerica<br />the_black_mage<br />thetanman<br />d34th5t4r<br />Chrury Sanson<br />tido<br />totlover<br />Jequed<br />case<br /><br />And if anyone's interested in downloading the models from the video (plus other models such a princess peach), I'd be happy to upload them so that everyone can use them.]]></description>
		<starter>Jequed</starter>
		<poster>totlover</poster>
		<pubDate>Sat, 19 Mar 2011 10:49:45 -0700</pubDate>
		<guid isPermaLink="false">39718</guid>
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	<item>
		<title>v17.0 Public Beta 02</title>
		<link>http://www.hash.com/forums/index.php?showtopic=41568</link>
		<description><![CDATA[Is this posible for anyone to get yet,or is it still not public<br />cheers Steve]]></description>
		<starter>steve392</starter>
		<poster>Fuchur</poster>
		<pubDate>Mon, 23 Apr 2012 03:08:08 -0700</pubDate>
		<guid isPermaLink="false">41568</guid>
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		<title>Glass Gem Corn</title>
		<link>http://www.hash.com/forums/index.php?showtopic=41644</link>
		<description><![CDATA[I saw an article about this <a href="http://boingboing.net/2012/05/11/glass-gem-corm.html" target="_blank">very unusual strain of corn</a> that has multi-colored kernals and tried to see if i could make something that hinted at it:<br /><br /><a href='http://www.hash.com/forums/index.php?act=attach&type=post&id=59627'>http://www.hash.com/forums/index.php?act=attach&type=post&id=59627</a>]]></description>
		<starter>robcat2075</starter>
		<poster>Dpendleton77</poster>
		<pubDate>Sun, 13 May 2012 10:30:21 -0700</pubDate>
		<guid isPermaLink="false">41644</guid>
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		<title>Editing phonemes</title>
		<link>http://www.hash.com/forums/index.php?showtopic=41648</link>
		<description><![CDATA[I want to make the mouth for the "O" phoneme a little rounder but not sure where to do it. I've been experimenting but not saving as I didn't want to break anything.<br /><br />I started out trying to edit the phoneme relationship itself, but then decided that I needed to alter the mouth constraints. However I'm at a loss as to whether I should edit the Mouth Corner Constraints, or the Face Control Limits. But I'm leery about altering any of this stuff, I know it will come back to bite me.<br /><br />Then I wondered if I should just animate the cp's in the O phoneme itself and not mess with the bones. I think ultimately this would be the easiest fix. Anyone have any advice or opinions on this?]]></description>
		<starter>Gerry</starter>
		<poster>Gerry</poster>
		<pubDate>Mon, 14 May 2012 07:42:53 -0700</pubDate>
		<guid isPermaLink="false">41648</guid>
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		<title>Super hero cape and shorts</title>
		<link>http://www.hash.com/forums/index.php?showtopic=41414</link>
		<description><![CDATA[A bit more experimenting with cloth.<br /><br /><a href='http://www.hash.com/forums/index.php?act=attach&type=post&id=59220'>http://www.hash.com/forums/index.php?act=attach&type=post&id=59220</a><br /><br />I thought the cape would be easy since I had the pants working, but it wasn't.]]></description>
		<starter>robcat2075</starter>
		<poster>Gerry</poster>
		<pubDate>Wed, 21 Mar 2012 16:13:25 -0700</pubDate>
		<guid isPermaLink="false">41414</guid>
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	<item>
		<title>Toon Renderer or Renderer in General</title>
		<link>http://www.hash.com/forums/index.php?showtopic=41608</link>
		<description><![CDATA[Anyone having issues with rendering out images from within A:M 16 or 17beta 2? No matter what I am trying, it crashes 80% of the time. I have tried different settings, different models, different projects. I have tried png, exr, avi (of which I get a v16 error in v17??) so I have no other idea what it could be.   And to top it all off, I was rendering several images just over the weekend and no problems. I have not installed any software between then and now. I have rebooted several times, ended unneeded tasks, etc. I'm at a loss. Just wondering if any known issues. Thanks in advance.]]></description>
		<starter>ernesttx</starter>
		<poster>Fuchur</poster>
		<pubDate>Tue, 01 May 2012 18:23:42 -0700</pubDate>
		<guid isPermaLink="false">41608</guid>
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		<title>No knee targets in Lite Rig?</title>
		<link>http://www.hash.com/forums/index.php?showtopic=41642</link>
		<description><![CDATA[So I'm taking another whack at installing Lite Rig in my other character, I want to try both TSM2 and Lite Rig and see which I like better.  And I noticed that there don't seem to be any knee targets in Lite Rig.  Is that normal?  Or maybe they're hidden somehow?]]></description>
		<starter>Roger</starter>
		<poster>NancyGormezano</poster>
		<pubDate>Sat, 12 May 2012 20:27:16 -0700</pubDate>
		<guid isPermaLink="false">41642</guid>
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	<item>
		<title>16 vs 17</title>
		<link>http://www.hash.com/forums/index.php?showtopic=41632</link>
		<description><![CDATA[Ran a render with a character from Rear Window Project.  Rendered in AO with all the bells and whistle, hair fog, shadows etcc<br /><br />16 b 11:42 frame<br /><br />17 beta 3 6:42 a frame]]></description>
		<starter>Shelton</starter>
		<poster>Darkwing</poster>
		<pubDate>Wed, 09 May 2012 20:23:12 -0700</pubDate>
		<guid isPermaLink="false">41632</guid>
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	<item>
		<title>I need to freeze a sprite system...</title>
		<link>http://www.hash.com/forums/index.php?showtopic=41641</link>
		<description><![CDATA[Hi,<br /><br />It's me again.  I need to freeze a sprite system so a camera can move though it. Searching I found:<br /><br />"Set initial velocity to zero."<br /><br />Hmm... seems to me like in the chor you'd let the sprite system form then at some frame you'd 'set the initial velocity to zero' and maybe 'rate of emission' and 'spin' and ???? as well but this isn't working for me.  Of course if I set these values in the material section... nothing happens in the chor (as one would suspect). However, sprite systems are tricky devils and I haven't played with them for many years.<br /><br />Is there a way to do it? And pretend I'm a complete idiot and assume I know nothing (I need where, how, when and why). Are there any tutorials on this?<br /><br />I've attached the prototype I'm working with: a zip with the project and the image (which may need relinking in the project).<br /><a href='http://www.hash.com/forums/index.php?act=attach&type=post&id=59622'>http://www.hash.com/forums/index.php?act=attach&type=post&id=59622</a><br /><br />Thanks for any help!<br />Rusty]]></description>
		<starter>rusty</starter>
		<poster>rusty</poster>
		<pubDate>Sat, 12 May 2012 00:11:38 -0700</pubDate>
		<guid isPermaLink="false">41641</guid>
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	<item>
		<title><![CDATA["Creation of the earth"]]></title>
		<link>http://www.hash.com/forums/index.php?showtopic=41629</link>
		<description><![CDATA[<a href="http://www.youtube.com/watch?v=ycIBrBdEdJE&list=PL42D802B9E5EAECE8&index=31&feature=plpp_video" target="_blank">http://www.youtube.com/watch?v=ycIBrBdEdJE...ture=plpp_video</a><br /><br />In short.<br />There was nothing at the beginning. Two loons decided to dive into see to get the earth out on the surface. They dived deep and long and finally managed to get the earth from the very bottom. On the surface of the see it started to grow bigger and bigger till a man could live on it.<br /><br /> Characters - Animation master/ Environment - Lumion]]></description>
		<starter>serg2</starter>
		<poster>serg2</poster>
		<pubDate>Tue, 08 May 2012 10:44:18 -0700</pubDate>
		<guid isPermaLink="false">41629</guid>
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		<title>Small animation</title>
		<link>http://www.hash.com/forums/index.php?showtopic=41606</link>
		<description><![CDATA[I had a problem with the project I was working on and trued this. UK residents might recognise the design ?<br /><br />Any comments welcome<br />regards<br />simon<a href='http://www.hash.com/forums/index.php?act=attach&type=post&id=59543'>http://www.hash.com/forums/index.php?act=attach&type=post&id=59543</a>]]></description>
		<starter>Simon Edmondson</starter>
		<poster>3DArtZ</poster>
		<pubDate>Tue, 01 May 2012 04:33:26 -0700</pubDate>
		<guid isPermaLink="false">41606</guid>
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		<title>Lau</title>
		<link>http://www.hash.com/forums/index.php?showtopic=41635</link>
		<description><![CDATA[I had to put aside the project of "Trem do Pantanal" because it is a big project that requires more labor (modeler, animator etc etc). Meanwhile I began a more modest project, a short film called "Lau".<br />I present you, "Lau" the main character which gives the name of the short.<br />The rendering style is the same image below.<br /><br />There will be 4 characters:<br />Lau<br />Baby Lau<br />character 1<br />dog<br /><br />I'll concentrate all my efforts to complete this project later this year. And follow the schedule:<br />Concept<br />Modeling<br />Texture<br />Rig<br />Storyboard<br />Animatic<br />Animation<br />Render<br />Post production (sound effects, music, cuts etc etc)<br /><br />I believe it will have around 2 minutes long<br />Comments are welcome, as always.<br /><br /><img src="http://dl.dropbox.com/u/10091274/lau_wire.jpg" border="0" class="linked-image" /><br /><br /><img src="http://dl.dropbox.com/u/10091274/lau0.jpg" border="0" class="linked-image" />]]></description>
		<starter>Xtaz</starter>
		<poster>Dpendleton77</poster>
		<pubDate>Thu, 10 May 2012 07:32:39 -0700</pubDate>
		<guid isPermaLink="false">41635</guid>
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		<title>Upgaded OS system master lic wont work for me</title>
		<link>http://www.hash.com/forums/index.php?showtopic=41638</link>
		<description><![CDATA[I went out bought widows 7 pro was useing 7 home i had copyed master0. lic.  Did my format down loaded A:M paste master0.lic in A:M folder  tryed to run program and it comes up with"Worng host for license(-4)"<br />can anybody help with this.  new hard drive . Still can retreive any other files needed still have all info on other hard drive can hook it backup if needed.]]></description>
		<starter>Maniac</starter>
		<poster>thejobe</poster>
		<pubDate>Thu, 10 May 2012 15:18:43 -0700</pubDate>
		<guid isPermaLink="false">41638</guid>
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		<title>Lighting Tests</title>
		<link>http://www.hash.com/forums/index.php?showtopic=41493</link>
		<description><![CDATA[Hey guys. <br />Been working on some new things with some people and trying to get 3D into the mix to give them a better understanding what i have at my disposal.<br />so i have a question for you all.<br />out of these 2 images which do you think blends better with the photo.<br /><br />this First image was rendered using only blub lights with 16 buffers.<br />render time 4 mins<br /><a href='http://www.hash.com/forums/index.php?act=attach&type=post&id=59319'>http://www.hash.com/forums/index.php?act=attach&type=post&id=59319</a><br /><br />this second image was rendered using IBL only.<br />render time 6 mins<br /><a href='http://www.hash.com/forums/index.php?act=attach&type=post&id=59318'>http://www.hash.com/forums/index.php?act=attach&type=post&id=59318</a><br /><br />so what do you all think? and is there a way to merge them better?<br />following weeks ill be applying these to Video so it will be alot of frames.]]></description>
		<starter>thejobe</starter>
		<poster>robcat2075</poster>
		<pubDate>Thu, 05 Apr 2012 00:38:27 -0700</pubDate>
		<guid isPermaLink="false">41493</guid>
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		<title>Flame Tutorial by Sine NG</title>
		<link>http://www.hash.com/forums/index.php?showtopic=14982</link>
		<description><![CDATA[ There are some nice particle emitter tutorials out by the likes of Colin Freeman/Shaun Freeman and others but this one I don't recall seeing.  It's from 2000 but appears to have current informaton.<br><br>For those that cannot view larger video tutorials it may be just the thing to get a good flame effect in your scene.<br><br><a href='http://www.cartoonworkshop.com.my/tuts/Flametut/Flame1.htm' target='_blank'>Flame Tutorial</a><br><br>It has a project file that I haven't tested.<br><br>Thanks Sine NG! ]]></description>
		<starter>Rodney</starter>
		<poster>robcat2075</poster>
		<pubDate>Mon, 30 May 2005 20:42:26 -0700</pubDate>
		<guid isPermaLink="false">14982</guid>
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		<title><![CDATA[Research & Development]]></title>
		<link>http://www.hash.com/forums/index.php?showtopic=41623</link>
		<description><![CDATA[Ok I have an important video coming up and my most frustrating problem I have had throughout all my videos has been the body mechanics.<br />mine do not quite move like everyone else's. That "aliveness" is somehow missing.<br />I believe it may be I do not work much in the timeline window?<br />I really would like to get up to speed on this.<br />Anything jump out at yall?<br /><br /><br />Gene]]></description>
		<starter>TheSpleen</starter>
		<poster>TheSpleen</poster>
		<pubDate>Mon, 07 May 2012 12:44:23 -0700</pubDate>
		<guid isPermaLink="false">41623</guid>
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		<title>Woke Up Dead</title>
		<link>http://www.hash.com/forums/index.php?showtopic=41191</link>
		<description><![CDATA[Things on this project are steadily moving forward...(so hard to find the energy)...So I have the script finished(until I read back through and start tweaking issues) but it's there. So I decided to start on the main character. Latimer. Here's the start of his head. I think it's about 30 minutes of work. Still needs massive amount of tweaking but it's a start.]]></description>
		<starter>Ilidrake</starter>
		<poster>Ilidrake</poster>
		<pubDate>Sun, 22 Jan 2012 12:20:41 -0800</pubDate>
		<guid isPermaLink="false">41191</guid>
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		<title>Ignore this</title>
		<link>http://www.hash.com/forums/index.php?showtopic=41627</link>
		<description><![CDATA[Discovered while pursuing another problem...<br /><br />Previously, you had to use multipass for displacement maps to shade correctly.  In a regular render the side facing the light would not be any brighter.  <strike>But in v17 it seems to correctly brighten the correct side.<br /><br />In this comparison of regular renders in  v15 and v17, the bottom of each card has a displacement map on it (cranked to 5000%).  It's a very tiny map so it looks rough but it is shading appropriately.</strike><br /><br /><a href='http://www.hash.com/forums/index.php?act=attach&type=post&id=59597'>http://www.hash.com/forums/index.php?act=attach&type=post&id=59597</a><br /><br />Update:  False alarm... I discovered I had Render set to one-pass multipass rather than regular render.  <img src="http://www.hash.com/forums/style_emoticons/default/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />   Regular render still doesn't shade right.]]></description>
		<starter>robcat2075</starter>
		<poster>robcat2075</poster>
		<pubDate>Tue, 08 May 2012 08:08:19 -0700</pubDate>
		<guid isPermaLink="false">41627</guid>
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	<item>
		<title>v17.0 Beta 03</title>
		<link>http://www.hash.com/forums/index.php?showtopic=41625</link>
		<description><![CDATA[<!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo--><b>Installers:</b><!--sizec--></span><!--/sizec--><br /><a href="http://www.hash.com/ftp/pub/updates/windows/v17_beta/AM_32BIT.exe" target="_blank">http://www.hash.com/ftp/pub/updates/window...ta/AM_32BIT.exe</a> (Windows 32bit)<br /><a href="http://www.hash.com/ftp/pub/updates/windows/v17_beta/AM_64BIT.exe" target="_blank">http://www.hash.com/ftp/pub/updates/window...ta/AM_64BIT.exe</a> (Windows 64bit)<br /><a href="http://www.hash.com/ftp/pub/updates/osx/v17_beta/AM.zip" target="_blank">http://www.hash.com/ftp/pub/updates/osx/v17_beta/AM.zip</a> (Mac)<br /><br /><b><!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo-->Change All:<!--sizec--></span><!--/sizec--></b><ul><li><b>Changed All</b><br />  Rotoscopes empty rotoscopes are not longer loaded/saved  rotoscopes for figures having also now their own folder (like camera/lights in the chor), but only when You create a new rotoscope, existing rotoscopes are displayed as before outside a rotoscope folder in a chor this folder is only displayed , when "Show more than drivers" for the model is active </li><li><b>New All:</b><br />[bug]6107[/bug] Snap-To-Surface: Offset-Value it's now possible to use a offset , when adding cp's and Snap To Surface is active the offset value can changed under Tools-&gt;Options-&gt;Modeling and is used when You hold down the Shift-Key while adding cp's  the offset is added in the normal direction for the underlying object patch  it work's in the same manner also for "Snap Group to Surface" </li><li><b>Fixed All</b><br />[bug]6119[/bug] particle system keys corrupted after reload of PRJ </li><li><b>Fixed All</b><br />[bug]6133[/bug] Refresh-Problem for fluid-particles in shaded mode</li><li><b>Fixed All</b><br />[bug]6131[/bug] Newton creates keyframes at 25 fps, not the PRJ fps setting </li><li><b>Fixed All</b><br />[bug]6132[/bug] CP weight editor displays incorrect values </li><li>Fixed All[/b]<br />[bug]6122[/bug] Composite doesn't free memory after each frame resulting in a rapid buildup of memory and hanging the computer</li><li><b>Fixed All</b><br />[bug]6124[/bug] NetRender "elapsed" column diplays strange numbers </li><li><b>Fixed All</b><br />[bug]6115[/bug] Invisable Particle Sprites in "Render Lock Mode" </li><li><b>Fixed All</b><br />[bug]6120[/bug] Closing PRJ during progressive render causes crash</li><li><b>Fixed All</b> <br />[bug]6121[/bug] Translate manipulator appears as solid box in Bones Mode</li><li>Fixed All[/b]<br />[bug]6118[/bug] Refresh-Problem for some materials &gt; Results in a Crash </li><li><b>Fixed All</b><br />[bug]6113[/bug] Rotate manipulator not visible when editing Distortion Box CPs</li><li><b>Fixed All</b><br />[bug]6112[/bug] Editing Distortion Box causes crash </li><li>Fixed All[/b]<br />[bug]6114[/bug] Dragging CPs in model window causes crash</li><li><b>Fixed All</b><br />[bug]6117[/bug] "selected" tab doesn't wok in Actions</li></ul>]]></description>
		<starter>Jason Simonds</starter>
		<poster>Jason Simonds</poster>
		<pubDate>Mon, 07 May 2012 18:29:01 -0700</pubDate>
		<guid isPermaLink="false">41625</guid>
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	<item>
		<title><![CDATA[Let's find and publish outstanding stuff!]]></title>
		<link>http://www.hash.com/forums/index.php?showtopic=41624</link>
		<description><![CDATA[Wanted Cartoon "Nightwalk"! (a man came out at night to pee)<br /><br />Let's find the cartoon  "Nightwalk".<br />And place it in our gallery.<br /><br /><br />I could not find on-demand "Nightwalk" in the <a href="http://amfilms.hash.com/" target="_blank">http://amfilms.hash.com/</a><br /><br />Perhaps it is left on the disk 98 AM???<br /><br />Another thing I remember was a wonderful animated toilet - would also like to find it.<br /><br /><br /><br /><br /><br /><br />]]></description>
		<starter>serg2</starter>
		<poster>robcat2075</poster>
		<pubDate>Mon, 07 May 2012 14:17:53 -0700</pubDate>
		<guid isPermaLink="false">41624</guid>
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	<item>
		<title>Welcome to the A:M Forum!  Introduce / Reintroduce Yourself</title>
		<link>http://www.hash.com/forums/index.php?showtopic=39653</link>
		<description><![CDATA[Welcome to the A:M Forums.<br /><br />We are glad you are here.<br />If you are returning, we are glad you're back.<br /><br />If you are just getting started please make sure you spend some time in the Newbies forum and read through the A:M Manual (The Art of Animation:Master and The A:M Technical Reference).<br /><br />Ask questions. Join in the discussions.<br />Give and get feedback. <br />Explore A:M!<br /><br />This Welcome topic is a continuation of introductions to the forum from previous years.  <a href="http://www.hash.com/forums/index.php?showtopic=35684" target="_blank">Click here to read some of the past  introductions</a><br /><br /><br /><b>General Overview of Animation:Master</b><br /><br />Anyone can create 3D pictures and animation at home or in the studio with Animation:Master. <br />Animation:Master includes everything you need to create fabulous computer graphics; complete sculpting features, powerful animation tools, superb rendering, and all this is compatible with the most popular computers (PC and Macintosh!).  Its cross platform compatibility makes A:M an excellent choice for the individual or studios with multiple operating systems.<br /><br />Animation:Master, the 3D motion picture studio is the most powerful and affordable spline based modeling and animation program available. Specifically designed for classic character animation, the drag and drop, customizable interface and powerful motion tools give you the control that is required to tell your story.  A:M is geared toward character animation and gives you the ability to build libraries of actions and characters to be reused over and over. <br /><br /><img src="http://www.hash.com/forums/uploads/monthly_09_2011/post-1010-1315069897.jpg" border="0" class="linked-image" /><br /><br /><img src="http://www.hash.com/forums/uploads/monthly_09_2011/post-1010-1315069909.jpg" border="0" class="linked-image" /><br /><br /><br /><b>Features</b> (Don't forget... with A:M you can build and explore your own personal features too!)<ul><li>Spline Based Modeling, Animation, And Rendering - for smooth organic models and natural freeform motions.</li><li>Bones Mode - for easy IK construction.</li><li>Inverse Kinematics - to interactively pose articulated characters.</li><li>Skeletal, Morphing, And Bending Actions In Combination - all three kinds of object and character motion can be overlapped and used in unison.</li><li>Time Based Motion "ease" - for accurate acceleration and deceleration of movement.</li><li>True Patch-based "uv Decal" Mapping - using bit mapped images that are locked to a surface and distort properly when an object bends and twists.</li><li>D3D or OpenGL - real-time rendering.</li><li>Motion Libraries - so that a complex action needs to be built only once and then used over and over again. Includes motion capture input and motion control output.</li><li>Lip Synch Key Framing - for assembling lip shapes with automatic inbetweening.</li><li>Technical Support - Top notch and totally free with an active forum where users meet 24/7.</li></ul>Interface<ul><li>Integrated, User Friendly interface, with easy turning, zooming, and navigation features.</li><li>D3D or OpenGL accelerated for a smooth tactile feel in all areas of the interface.</li><li>MFC based interface allows for completely customizable options including color schemes, tool bar placement and customizable keyboard shortcuts.</li><li>Drag and drop interface technology fully implemented for easy object manipulation.</li><li>Create scenes with as many characters, lights, cameras, and props on the stage as you like.</li><li>Modeling , creation of Actions and choreography can all be done in the same window from any view .</li><li>Proportional Zoom; finer zoom control in choreography.</li><li>Centered Turn; turn about the local coordinate system.</li><li>Global Axis Translates; option to move control points in world space instead of screen space.</li><li>Multiple, re sizable Windows; have two action windows, or set up three modeling windows in a traditional tri-view layout.</li><li>Drag able, dock able panels; put the panels anywhere you want on the screen or hide them completely.</li><li>Simplified Operation; tools operate in a more "standard" fashion.</li><li>Save Interface State; projects maintain their window's layout for next use.</li><li>Interrupt drawing to increase drawing speed.</li><li>Specify automatic reload of last project at startup.</li><li>Limit memory usage.</li><li>User controllable rotate snap angle.</li><li>Object Instancing</li><li>Intuitive Object Manipulators; uniform for lights, cameras, characters, props, etc.</li><li>Markers/Rulers</li><li>Fully editable Timeline Window</li><li>Customizable Folders in the Project Workspace</li><li>Multi-Select in the Project Workspace</li><li>A:M Community chat window and Forum</li></ul>Modeling<ul><li>No more inefficient polygons! Model with flexible Hash patches.</li><li>Start from a Library of example characters.</li><li>Curved lines move easily to allow for quick manipulation.</li><li>Complete selection of real-time tools combined with point-and-click sculpting makes object creation easy.</li><li>Model over a Rotoscope image.</li><li>As many Rotoscopes as you like can be loaded into any view.</li><li>Seamlessly integrates "bones" into low-density, uni-body models. Characters (or objects) are built as a single model, then bones are inserted any way you like to for the "skeletal" IK basis for your character.</li><li>Un attach; disconnect "attached" points while modeling.</li><li>Insert Control Points; automatically adds control points to those hard to get to splines.</li><li>Perspective Modeling; option to model while viewing the object in perspective.</li><li>Nested Hide; hide more points when some already hidden.</li><li>"Lasso" or free form group tool included with standard group tool for easy selection of multiple control points.</li><li>D3D or OpenGL shaded real-time mode when modeling instead of wire frame.</li><li>Patch Hooks to reduce resolution and eliminate creasing</li><li>Bias Handles for easy control of spline curvature.</li><li>Optimized Polygon export.</li><li>Unique object manipulators for translating scaling and rotating.</li><li>Specific grid sizing for use in creating precise scale objects.</li><li>Grid can also be toggled on and off.</li><li>variable lathe cross sections.</li><li>User definable Undo and Redo.</li><li>Uniform Normal Face Control for Polygonal output .</li><li>Paste and Extrude offsets.</li><li>Cut, copy and Paste</li><li>Flip or Mirror a selected group of points around any axis.</li><li>True Type Font and AI Import</li><li>Locked Control Points</li><li>Copy/Flip/Attach</li><li>Polygon Import</li><li>Lock Control Points</li><li>"Distortion Mode" Deformation Tool</li></ul>Animation<ul><li>Patch-based animation allows smooth, flexible movement.</li><li>Complex movements are simplified; unique bones motion offers lifelike bouncing and twisting.</li><li>Complete skeletal and muscle control features.</li><li>Inverse Kinematics (IK) for creating skeletal based motion.</li><li>Character animation with lip-synch made easier.</li><li>Stride length to prevent a character's feet or tires from slipping as they move.</li><li>Action Overloading; applying layers of Actions to a character so that it can "walk", "talk", and "clench" its fists simultaneously.</li><li>Action Range; choose only a range of frames, Hold, or Wait from an Action</li><li>Rotoscope facial movement in Muscle with sequenced backgrounds.</li><li>Poses.</li><li>Lock Bones.</li><li>Sophisticated Key frame controls.</li><li>Many different kinds of real-time constraints for perfect anchoring, picking up objects, and animated paths; Including: Aim At, Kinematic, Path, Translate To, Orient like, Aim Roll At, Spherical Limits, Surface, Scale Like and Scale to Reach.</li><li>Flocks, Crowds and Swarms</li><li>Powerful Channel Based motion control.</li><li>Scrub Bar.</li><li>Action Undo.</li><li>Action Objects; for animating props, even other characters seamlessly within an action.</li><li>Force Objects;apply dynamic forces any way you like.</li><li>Rotoscoping</li><li>Action Blending</li><li>Copy/Paste Mirrored Action</li><li>Pose Sliders (frame ranges can be saved in a pose).</li><li>Kinematic Rotational Stiffness</li><li>"Continuous Play" Scrubbing</li><li>Animated Camera Rotoscopes</li><li>Onion Skinning</li><li>Kuper camera motion data import</li><li>Hard and Soft Body Dyanmics; including cloth, springs, masses and collision detection between objects.</li><li>Automatic assignment of geometry to bones</li><li>Smart skin for perfect joints</li><li>Relationships for creating smart characters.</li><li>Weighted CP blending</li><li>Animated distortion boxes</li></ul>Rendering<ul><li>Ray tracing of transparency, reflections and shadows for visually realistic results.</li><li>D3D or OpenGL real-time previews can be saved as output.</li><li>Super fast, High quality hybrid renderer.</li><li>Selectable Specular Color.</li><li>Mirrors with adjustable settings.</li><li>Alpha buffer rendering for combining computer animation with live action.</li><li>Anti-aliasing.</li><li>32-bit, variable, unlimited resolution rendering.</li><li>AVI animation playback within the software.</li><li>Bound Rendering; Quick Render or Ray Trace only a portion of the screen.</li><li>TV Safe and Title Safe indication.</li><li>Transparency Averaging.</li><li>Anti-aliased Image Maps.</li><li>Shadow Maps</li><li>Gamma Correction.</li><li>Show or hide render in progress.</li><li>User selectable reflection limit.</li><li>Motion Blur.</li><li>Extensive render status meters.</li><li>NTSC safe color.</li><li>Photon Mapping.</li><li>Soft Shadows</li><li>Film Grain</li><li>Bloom</li><li>Soften</li><li>Dither</li><li>Dynamic Range (gamma correction)</li><li>Field Rendering</li><li>Line Geometry</li><li>No "anti-alias" option (Game Sprites)</li><li>Film Tint and Film Grain; presets like "black and white" and "sepia tones"</li><li>Stereo Rendering</li><li>Shadow Buffers and "Shadow Only" Buffers</li><li>Exportable lighting maps, vertex colors for game engines</li><li>Selectable Soft Shadow Color</li><li>Fully Customizable Toon or Anime Style Shader/Render</li><li>Materials and Object Attributes </li><li>Ability to apply custom textures, images and object Attributes to individual patches.</li><li>Image Maps Locked to the surface through use of UV coordinate system.</li><li>UV Editor for interactively adjusting how a map lies on geometry.</li><li>Glass with Refraction and Caustics.</li><li>Image types include color, bump, transparency, reflectivity, diffuse, specular, ambiance, mirror, gradient and cookie-cut maps.</li><li>Textures you define, modify, save and reuse.</li><li>Integrated Algorithmic Perlin Materials Editor.</li><li>Flatten; unroll a segment before applying Decals.</li><li>System Color Dialog uses your platform's standard 24-bit color dialog to choose and change colors.</li><li>Displacement and Fractal Maps.</li><li>Edge Transparency.</li><li>Environment Maps.</li><li>Gamma correction can be applied to Image Maps.</li><li>Supports 32 bit Image Maps</li><li>Frame Control of Animated Maps; so that image maps can cycle, skip frames, hold, wait, or "ping pong".</li><li>Unique Decal (image map) manipulator allows you to scale, reverse and position an image in real-time .</li><li>See through Decaling.</li><li>Maps automatically cached for interactive map editing though use of any third party paint program.</li><li>Tile able Image Maps.</li><li>Spherical, Cylindrical and Planar Projection Mapping.</li><li>Animatable Material Attributes.</li><li>Material Effector Objects.</li><li>ATX class 3rd party Material plug-in support.</li><li>JPEG and TIFF support</li><li>Transparent Density</li><li>Translucency</li><li>Reflection Falloff</li><li>Material "Bump" attribute"</li><li>Effects</li><li>Volumetric Lights.</li><li>"Dust" objects for animatable smoke, fog and steam.</li><li>Glows.</li><li>Lens Flares.</li><li>Depth of Field.</li><li>Turbulence.</li><li>Light Projection Gels.</li><li>Hair.</li><li>Particles; streaks and blobbies.</li><li>Particle "Sprites" for stunning special effects.</li></ul>Other Features <ul><li>Motion capture input from a number of different sources</li><li>Controllable, targetable, colored lights with colored shadows.</li><li>Multiple Cameras.</li><li>Non-perspective camera for scrolling game screens.</li><li>You can perform most functions, such as modeling, animating, and texturing from the camera's point of view.</li><li>Audio load/save for synching.</li><li>Complete Game and Export SDK including real-time model and map export, action export, viewer and source code.</li><li>Multi-plane style layer compositing and cameras.</li><li>Lip sync Dope sheet and Phoneme creation tools.</li></ul>Supported Image Formats: <br />Load: TARGA, JPEG, TIFF, PICT (mac only), PNG, EXR, AVI, Quicktime.<br />Save/Render: TARGA, PICT (mac only), PNG, EXR, AVI (pc only), Quicktime.<br /><br /><b>Manuals and Video Training included:</b><br />- <a href="http://www.hash.com/index.php?pcode=manuals" target="_blank">The Art of Animation:Master and A:M Technical Reference</a>  <br />- <a href="http://www.hash.com/index.php?pcode=video_tutorials" target="_blank">Video Training Tutorials</a> <br />- <a href="http://www.hash.com/forums/index.php?showforum=50" target="_blank">Community Tutorials Forum</a><br /><br /><b>Get started with A:M now!</b>]]></description>
		<starter>Rodney</starter>
		<poster>rekh</poster>
		<pubDate>Sun, 06 Mar 2011 06:38:04 -0800</pubDate>
		<guid isPermaLink="false">39653</guid>
	</item>
	<item>
		<title>New to animation</title>
		<link>http://www.hash.com/forums/index.php?showtopic=41552</link>
		<description><![CDATA[I don't know if you are suppose to make new threads for this but I have a question. I am thinking of getting this program and I want to know how hard is it for new users? I have dabbled in 3Dsmax but I can't afford the full version of that monster. I have been itching to do my own animating for years and I wonder if this program can help me. Thanks for your answers in advance.]]></description>
		<starter>Dpendleton77</starter>
		<poster>Dpendleton77</poster>
		<pubDate>Wed, 18 Apr 2012 16:00:30 -0700</pubDate>
		<guid isPermaLink="false">41552</guid>
	</item>
	<item>
		<title>no lip motion!!!</title>
		<link>http://www.hash.com/forums/index.php?showtopic=41564</link>
		<description><![CDATA[Hi!<br />I am on the exercise "can you say that" and I am having some trouble. I built the dope sheet and added the sound to the actor, but when I press play, I hear the words, but keekat's lips still don't move. The tutorial tells me that the lips should be moving.<br />Thank you for your help!<br /><br />purplegirl]]></description>
		<starter>purplegirl</starter>
		<poster>robcat2075</poster>
		<pubDate>Sun, 22 Apr 2012 14:44:07 -0700</pubDate>
		<guid isPermaLink="false">41564</guid>
	</item>
	<item>
		<title>Help with fonts</title>
		<link>http://www.hash.com/forums/index.php?showtopic=41619</link>
		<description>Like to know if there a way to lay font  in a arc or instead along a straight path... Think I saw a post here I have been digging but cant find it or if someone can explain again or direct me to the link. Trying to make a logo for a friend. thx...Here is a sig i made i put lettering around logo moved each letter manually.is there a easier way</description>
		<starter>Maniac</starter>
		<poster>Maniac</poster>
		<pubDate>Sat, 05 May 2012 16:43:01 -0700</pubDate>
		<guid isPermaLink="false">41619</guid>
	</item>
	<item>
		<title>Crash Cam</title>
		<link>http://www.hash.com/forums/index.php?showtopic=41617</link>
		<description><![CDATA[I attached a camera to the top of one of my metal cloth crashing cars so you can take the plunge...<br /><br /><a href='http://www.hash.com/forums/index.php?act=attach&type=post&id=59584'>http://www.hash.com/forums/index.php?act=attach&type=post&id=59584</a><br /><br /><br />You can see more falling cars in <a href="http://www.hash.com/forums/index.php?s=&showtopic=36995&view=findpost&p=368500" target="_blank">my "Crunch!" thread.</a>]]></description>
		<starter>robcat2075</starter>
		<poster>John Bigboote</poster>
		<pubDate>Fri, 04 May 2012 11:41:38 -0700</pubDate>
		<guid isPermaLink="false">41617</guid>
	</item>
	<item>
		<title>Shiny material</title>
		<link>http://www.hash.com/forums/index.php?showtopic=41613</link>
		<description><![CDATA[I'm making a model for a student ( although I'd rather be animating ). Its of a  lunchbox  and she wants a foil top to it that will peel back, like the top on a yogurt carton.<br /><br />The top surface is for her graphic but she wants it to be like a shiny foil on the underside. I don't have a lot of experience with materials or surface settings, can anyone suggest a way to get the aluminium foil type effect ?<br />regards<br />simon]]></description>
		<starter>Simon Edmondson</starter>
		<poster>robcat2075</poster>
		<pubDate>Wed, 02 May 2012 12:58:52 -0700</pubDate>
		<guid isPermaLink="false">41613</guid>
	</item>
	<item>
		<title>Animation Magazine Pitch Party 2012</title>
		<link>http://www.hash.com/forums/index.php?showtopic=41614</link>
		<description><![CDATA[<a href="http://www.animationmagazine.net/pitch-party-2012/" target="_blank">http://www.animationmagazine.net/pitch-party-2012/</a><br /><img src="http://www.animationmagazine.net/wordpress/wp-content/uploads/pitch-party-flyer-2012.jpg" border="0" class="linked-image" />]]></description>
		<starter>zandoriastudios</starter>
		<poster>fae_alba</poster>
		<pubDate>Thu, 03 May 2012 14:48:18 -0700</pubDate>
		<guid isPermaLink="false">41614</guid>
	</item>
	<item>
		<title>Re-installing the Fake AO plugin into V16</title>
		<link>http://www.hash.com/forums/index.php?showtopic=41616</link>
		<description><![CDATA[Hey everyone,<br /><br />I still have my license key for Fake AO. Where/ how do I place it in the V16 folders of V16 in order to make it function(in V16)<br /><br />Thanks and Cheers,<br /><br />William]]></description>
		<starter>detbear</starter>
		<poster>John Bigboote</poster>
		<pubDate>Fri, 04 May 2012 05:43:52 -0700</pubDate>
		<guid isPermaLink="false">41616</guid>
	</item>
	<item>
		<title>Chrome trophy</title>
		<link>http://www.hash.com/forums/index.php?showtopic=41612</link>
		<description>What is your recipe for chrome? I did this with matcap(ambiance) + hash environment + reflectivity + FastAOCPU and it came out pretty nice.</description>
		<starter>John Bigboote</starter>
		<poster>johnl3d</poster>
		<pubDate>Wed, 02 May 2012 10:36:13 -0700</pubDate>
		<guid isPermaLink="false">41612</guid>
	</item>
	<item>
		<title>The Raven</title>
		<link>http://www.hash.com/forums/index.php?showtopic=41603</link>
		<description><![CDATA[Hi guys,<br /><br />I am currently working on a raven-model. What do you think?<br /><br />See you<br />*Fuchur*]]></description>
		<starter>Fuchur</starter>
		<poster>jason1025</poster>
		<pubDate>Mon, 30 Apr 2012 11:47:19 -0700</pubDate>
		<guid isPermaLink="false">41603</guid>
	</item>
	<item>
		<title>Failing Model Bones In A Chor</title>
		<link>http://www.hash.com/forums/index.php?showtopic=41599</link>
		<description><![CDATA[So apart from my copy of the Rear Window set being cursed, something I'm beginning to suspect, what rational reason is there for bones within a rig, in this case the LiteRig, to just stop working after a time and/or randomly rotate themselves?<br /><br />The first casualty was the Lower Hip bone which died altogether on me, followed a little time later by the Neck bone randomly jumping out of sync with the head bone.<br /><br />At first I was sort of able to work around these but now the neck thing is happening nearly every time I rotate the head.<br />Whilst it is possible to continue without using the Lower Hip bone, its pretty much impossible to animate without having control of the neck.<br /><br />I must say though that if I open up a new Action or Chor using the self same model it works just fine <img src="http://www.hash.com/forums/style_emoticons/default/blink.gif" style="vertical-align:middle" emoid=":blink:" border="0" alt="blink.gif" />  Just not in the Rear Window Chor where I need it to work <img src="http://www.hash.com/forums/style_emoticons/default/mad.gif" style="vertical-align:middle" emoid=":angry:" border="0" alt="mad.gif" /> <br /><br />Can this be fixed whist continuing?<br />Here's a shot of the neck issue for the curios;<br />]]></description>
		<starter>markw</starter>
		<poster>mtpeak2</poster>
		<pubDate>Sun, 29 Apr 2012 11:48:37 -0700</pubDate>
		<guid isPermaLink="false">41599</guid>
	</item>
	<item>
		<title>A:M 98</title>
		<link>http://www.hash.com/forums/index.php?showtopic=41607</link>
		<description><![CDATA[I purchased a copy of Jeff Paries The Animation: Master Handbook way back when and I'm finally getting around to reading it.<br /><br />I am dabbling with the demo version A:M 98 (V6.??) <br /><br />How much of a difference is there between the version I'm using in the book and the current version as far as the interface is concerned, specifically short cut keys and modeling and animation methods and implementation?<br /><br />I don't want to spend a lot of time relearning the interface if it has changed significantly because I would rather buy the current version if that is the case.<br /><br />Thanks.<br /><br />Keith<br /><br />]]></description>
		<starter><![CDATA[KJ'd Beast]]></starter>
		<poster>John Bigboote</poster>
		<pubDate>Tue, 01 May 2012 09:16:21 -0700</pubDate>
		<guid isPermaLink="false">41607</guid>
	</item>
	<item>
		<title>this is M16 i have been working on</title>
		<link>http://www.hash.com/forums/index.php?showtopic=41460</link>
		<description>still have a few finishing touchs to go Working on a AK-47 as well</description>
		<starter>Maniac</starter>
		<poster>Maniac</poster>
		<pubDate>Wed, 28 Mar 2012 19:15:26 -0700</pubDate>
		<guid isPermaLink="false">41460</guid>
	</item>
	<item>
		<title>Image Contest</title>
		<link>http://www.hash.com/forums/index.php?showtopic=41604</link>
		<description><![CDATA[The votes are in and this image contest will be called "Anything Goes" after this ends and Comic Con and Comic Con aftermath is over I will have another. All contest entries must be submitted to support@hash.com by 11:59 pm pst on Sunday July/1/12 to be counted. Voting will run for the week after the contest deadline.<br /><br />Rules:<ul><li> All entries must be modeled and rendered in A:M. Third party paint programs like Photoshop can be used for painting texture decals</li><li>By submitting your work, you are granting Hash, Inc license to reprint the work, including but not limited to promotional material, cd/dvd covers, splash screens, web sites, and articles</li><li>Submissions must be substantially original work done by the submitter, and the submitter must not use any copyrighted work without permission</li><li> Voting entry must be at least 1440w or larger</li><li> No Offensive or Porno graphic images</li></ul> <br /><br /><br /><br /><b>Prizes:</b><ul><li>First Place Will get 100.00 Hash, Inc. Gift Certificate</li><li>Second Place Will get a 75.00 Hash, Inc. Gift Certificate</li><li>Third Place Will get a 50.00 Hash, Inc. Gift Certificate</li></ul>Best of luck to all that enter!<br />Thank You;<br />Jason Simonds]]></description>
		<starter>Jason Simonds</starter>
		<poster>Jason Simonds</poster>
		<pubDate>Mon, 30 Apr 2012 12:48:11 -0700</pubDate>
		<guid isPermaLink="false">41604</guid>
	</item>
	<item>
		<title>Plasma lamp</title>
		<link>http://www.hash.com/forums/index.php?showtopic=41601</link>
		<description>is ther a way to give this lamp a glow  without lossing Plasma effect</description>
		<starter>Maniac</starter>
		<poster>Fuchur</poster>
		<pubDate>Sun, 29 Apr 2012 20:14:27 -0700</pubDate>
		<guid isPermaLink="false">41601</guid>
	</item>
	<item>
		<title>Hour Glass need help</title>
		<link>http://www.hash.com/forums/index.php?showtopic=41598</link>
		<description><![CDATA[I made this hour glass would like to no how to animate sand in it ...look for Tutorial on it could not find one.<br />is this the right place to post this]]></description>
		<starter>Maniac</starter>
		<poster>TheSpleen</poster>
		<pubDate>Sun, 29 Apr 2012 06:45:38 -0700</pubDate>
		<guid isPermaLink="false">41598</guid>
	</item>
	<item>
		<title>Spring/Summer Image Contest</title>
		<link>http://www.hash.com/forums/index.php?showtopic=41586</link>
		<description>If you have other Ideas add them below and I will see how they work too. To give everyone the most time to work on entries the voting will close Monday 03/30/12 and The contest post will be that day. The contest will run till Sunday July/1/12 and voting will be the week after.</description>
		<starter>Jason Simonds</starter>
		<poster>robcat2075</poster>
		<pubDate>Wed, 25 Apr 2012 21:37:21 -0700</pubDate>
		<guid isPermaLink="false">41586</guid>
	</item>
	<item>
		<title>And The V17.0 Mascot is!</title>
		<link>http://www.hash.com/forums/index.php?showtopic=41585</link>
		<description><![CDATA[<b><!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo-->1st Place<!--sizec--></span><!--/sizec--></b><br />Thank You Xtaz!<br /><a href="http://www.hash.com/vote/img/mascot_02.jpg" target="_blank"><img src="http://www.hash.com/vote/img/thmb/mascot_02.jpg" border="0" class="linked-image" /></a><br /><br /><b><!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo-->2st Place<!--sizec--></span><!--/sizec--></b><br />Thank You Charles Gramberg<br /><a href="http://www.hash.com/vote/img/mascot_03.jpg" target="_blank"><img src="http://www.hash.com/vote/img/thmb/mascot_03.jpg" border="0" class="linked-image" /></a><br /><br /><b><!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo-->3st Place<!--sizec--></span><!--/sizec--></b><br />Thank You Kathryn Whitaker<br /><a href="http://www.hash.com/vote/img/mascot_01.jpg" target="_blank"><img src="http://www.hash.com/vote/img/thmb/mascot_01.jpg" border="0" class="linked-image" /></a><br /><br />For the winners please email support@hash.com the email you use for the Hash, Inc. online store and I will will send you the gift cards.<br /><br />I'm going to post the poll for the new contest now.]]></description>
		<starter>Jason Simonds</starter>
		<poster>pixelplucker</poster>
		<pubDate>Wed, 25 Apr 2012 21:23:14 -0700</pubDate>
		<guid isPermaLink="false">41585</guid>
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