All Activity
- Last week
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I was having GPT model shapes made out of tubes with varying degrees of success. For instance, this cartoon dogs head (here modified to connect the tubes and eyes added manually by me) The drawing of 'tubes' by me in an effort to have GPT shape and place tubes in 3D space. One thing GPT can do short of actually creating the models is help plan the model by creating the plan for modeling via an image. This assuming you don't want to draw it yourself. Then you can just model the thing yourself.
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I really want to pursue lens-flare powered explosions but... haven't moved in that direction very far as of yet. Here's a quick proof of concept: (All the 'action' intensity animated directly in A:M just using a generated light grid) Added the project file. gridflareexplostions.prj
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Shifting gears yet again I thought I'd explore a favorite although obscure feature of Animation:Master: Model's with lights and/or cameras inside. Initial success led to a simple light grid generator proof of concept where light color and intensity might be 'painted' onto a grid of lights.
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When time ran out today at Live Answer Time, we were watching "Little Blabbermouse" (Friz Freleng 1940) Someone got paid to come up with all these bad puns! @Roger @Ganthofer @Yopachi
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It pays ye to bring your A:M questions to Live Answer Time at Noon CDT, Saturday May 9 2026! If no other issue is posed, we may endeavor to rig the eyelids of the Green M&M! Italian composer Giovanni Paisiello was born on this day in 1740. (seen here clearing the cache on his browser after his wife asks to use the computer.) Mandolin concerto in Eb Major
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If it was that easy, I would have someone do that. But the button would not work. For some reason one of the redundant power supplies had a red light. But I'm not sure why just one red light on a redundant power supply would cause on a outage.
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Too bad there isn't a neighbor kid we can call to go in and punch the button.
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Hello All, The server that holds reports, svn, amfilms, wiki is down. I have IPKVM access to the server but the server is not taking "start/Power" command. Even though the server has power I'm out of town for work until tomorrow when I have have access to the server about 6pm Pst
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For cases where the splines/patches follow what will be textured on the surface don't forget Patch Images. Ideally, we'd have dedicated images for the various types of patch image; diffuse, bump, specularity, relectivicty, transparency/cookie-cut, etc. but sometimes just using the same image for the various image types can produce interesting results:
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hobbestheprince started following MDL exporter for Blender
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MDL exporter for Blender
hobbestheprince replied to nemyax's topic in 3rd Party Programs, Utilities and Products
Do you have to download all of the files? If you just wanted to export the .mdl from Blender is it only the export one or do you need all of them to make it work? I’m not used to doing this stuff. -
a.quaihoi started following UV Mapping ??
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this is all great info here, spent some time on the weekend playing with 3D coat yesterday, even with the exporter plugin, which I got to work in Am 18, all very interesting, the 3D coat program is pretty full on. The chameleon look awesome btw
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So, after many hours, over many months I finally got the Sample plugin to compile. First let me state that I am new to C++ programming. I started programming back in the mid to late 70's on an Apple I (Integer/Applesoft BASIC) in high school and a SWTP 6800 with an IQ terminal (Hex op code) at home. A few more languages (Cobol, RPG, Assembler, other Basic flavors) and moved on to other endeavors. Tried learning C, or maybe it was C++ (Borland), but I never got into it. I started again, quite a few months ago, with the assistance of a few others who had in recent years started their journey, to learn C++. One reason was to dabble in and experiment with the creation of plugins for AM. I now have a list of cleanup tasks on this project, then compare it to the C++ Sample Plugin project file, available to download and the existing info/tutorials on it to perhaps bring it UpToDate with the available Microsoft Visual Studio (2026). Which is what I used to compile it. I also have to get it working for 32bit systems. Hopefully that will be as simple (😁) as changing the configuration of the project in VS, but we will see.
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Okay, what's going on here? In trying to model some curved splines and patches I had GPT create a treasure chest (not particularly successful). A treasure chest needs gold coins though right? So, had GPT made stacks of gold coins. Successful but time consuming to tweak and rerun with variations. So, what to do? Answer: Have GPT create a python program to create stacks of gold coins with easily adjusted settings. Many of the variables were informed by my failures to create good looking stacks of gold coins. For instance, if too close on top of each other the stacks look too much like long tall objects. Even though the coins have random shades of orange and yellow. So, need some distance between coins vertically. Perfect stacks horizontally don't look good either. So how about a 1 in 10 chance the coin will go in the same direction as the last coin placed? Etc., Etc. I started with GPT creating clusers of stacks with 1000 coins total. Not the best starting demo and we want the user to set all those numbers as well (min and max for stacking etc. too) Here's Take 1 results out of the python program that replicated the basic process GPT was using. Not bad. Save out a file with the settings for that (in case we want to recreate the same or similar set of coins (seed value allows us to get same results with random numbers) Try 1000 coins (the programs current max count) as these models are being generated immediately and... As each coin/object has it's own group we can grab any coin we want and adjust. Don't want to stack coins? Point to a different model, such as a sheet of paper. These processes are pretty good at plussing up the Duplication WIzard. Which reminds me. I didn't add an option for rotating each object as it is placed.
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After having GPT extend the buildings, storefronts and street with cars another 10x wide I set up a few cameras and ran through the scene. The 'helicopter shot': storefront_helicoptershot.mp4
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I'm trying to get GPT to place the Named Groups that contain smaller details and not collections of objects (almost always with the ALL prefix) at the bottom of the heirarchical listing we get all the colors assigned automatically to those shapes to appear. Currently GPT is inverting that listing which hides the color underneath groups that hide those colors. Here GPT generated a (one shot) city block with storefronts and cars out on the street in front of the stores: This looks much better than when everything of the same kind is all the same color because of that group color overwriting surfaces assigned to other groups.
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The sports car drag/dropped into a default Chor and positioned. Added a tank as I thought the more mechanical angles of a tank might be easier for GPT to model. Keep in mind that I'm not supplying any reference material on what these objects should look like. GPT is doing the design work on its own.
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GPT does struggle with more organize curved shapes but I chalk that up to me not giving it good examples to study. Here's a sports car (where again I had to flip most of the normals manually): I gave it a modified pipe.mdl from the A:M Library as a suggestion for the tires and that worked well. I should have had it assign surface colors to the groups as it opted to color everything red. Edit: Actually it did color parts of the car differently but the last group was incuded everything and was colored red so it overwrote all the other group colors.
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I took a break from exploring that ModelManager and went back to see if GPT remembered how to build basic shapes into reasonably recognizable models and extract models from that master model based on Named Groups it created while generating those objects. Thee resulting master model and then the individual models extracted turned out pretty recognizable. I dropped those models into a new (empty) Chor and everything fell into place. (minor adjustments of positioning for asthetics in the referenced models) I did have to flip the majority of patch normals in all of the models manually as Find Normals in A:M didn't resolve that. I'm now trying to get GPT to figure out why so many normals are pointing the wrong way. I opened a few materials from A:M's Library and dropped those onto the individual models. Turned off the Chor's default lights and added two of my own. The result:
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It seems GPT picked up on the problem and added a pass for older (Legacy) models without me asking for it. Model that didn't even appear before now appear as the initial passes gray silhouettes.
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As much as I like the 3/4 view there is an appeal to the front only view: Older models have to be updated to appear in my modelmanager as I haven't added support for older models not in A:M's modern format. These are random models grabbed from the Free Models section of this forum. The '_26c' appended to the filename here stands for '2026 candidate' in a general review for modern compatibility.
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In thinking about how we might parse large collections of models here might be a general plan: Modelmanager.py Main GUI Browses contact sheets Reads index/cache files Starts/stops background helper Opens model locations modelmanager_worker.py Background scanner/renderer Recursively finds .mdl files Generates previews Builds contact sheet pages Writes metadata The idea being to have the main program call the helper script to do the work behind the scenes. The user then is free to navigate through those contact sheets that are available with minimal delay. When done, a master html file can connect to all the contact sheets so that the user need not use the program to view the content unless they want to update the contact sheets and the content they contain. Added: Off to the side is a desire to have this process add the preview icons to the model files so that A:M itself can display what the models look like in A:M libraries. An issue with this for the Extras CD/DVD was that most models (and other A:M files) do not have preview icons so their default counterparts for that type of file are shown instead. This makes viewing those assets via libraries and other means less useful. On the down side, adding the preview icon to the resource does add additonal size to the file as that image data is embedded in the text of the file.
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In thinking about how we might parse large collections of models here might be a general plan: Modelmanager.py Main GUI Browses contact sheets Reads index/cache files Starts/stops background helper Opens model locations modelmanager_worker.py Background scanner/renderer Recursively finds .mdl files Generates previews Builds contact sheet pages Writes metadata The idea being to have the main program call the helper script to do the work behind the scenes. The user then is free to navigate through those contact sheets that are available with minimal delay.
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One thing I'm thinking of with regard to the contact sheets is automating the process of building collections of models ala the Extras CD/DVD. At this point I don't have the preview moving through subdirectories but that would be the idea. When contact sheets are created I must assume they'd likely be placed in their own directory because in many cases models are placed in their own unique directory for organization purposes. Clickin on the preview of the model would then send the user to that directory. I probably need to back off this particular exploration and consider the best way for users to navigate through large collections of models. The original Extras CD had a navigation system created byVernon that he got approval to use from its original author. It worked quite well but we didn't have that same system for the Extras DVD. A system that would allow easily preview and drag/dropping resources into Animation:Master would be ideal.