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- African grey?
- By Fuchur,
938 topics in this forum
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- 5 replies
- 1.3k views
A random test had me using the Muttiple Models on a Path wizard and unfortunately I get a crash each time I attempt it. Perhaps someone can verify? Create a simple model (to be placed on the path in the chor). In the Chor window create a Path In the PWS select the Path and Right Click (the only option should be Multiple Models on a Path) Follow the instructions and select your model and apply. At this point A:M crashes for me. Edit: Figures... as soon as I post I thought to check to see if the v18 MMoP.hxt file worked in v19... and it does. So, that would be the workaround if the v19 MMop.hxt is corrupted. The file that isn't working is dated 2/6/18 a…
Last reply by fae_alba, -
- 6 replies
- 1.3k views
My computer died and I haven't subscribed for years. Do I need a disk in the drive? Does a new subscription mean I have to start all over? I do still have my subscription serial number. Does that still apply. Its a long story, but 2 years ago I got mugged and had a fractured skull. I have a bit of memory loss. But I'm doing good enough now to come back to A:M. Miss u guys!!!!!! and girls!
Last reply by itsjustme, -
- 15 replies
- 2.9k views
Hi everybody, this thread here is more or less a placeholder for my benchmark tests and more stuff I am currently at with my new computer based on a AMD Ryzen 7 1700 concerning A:M. Currently there is not much to see here, but stay tuned . If you want to read the story behind, you can do that over here at my website: https://www.patchwork3d.de/blog-5-en/amd-ryzen-my-new-pc-for-content-creation-with-hash-animationmaster-and-games-781 Best regards *Fuchur*
Last reply by Fuchur, -
- 1 follower
- 14 replies
- 1.7k views
This has had me puzzled for some time. I have a scene where the camera cranes down toward an object. The frames 0 + 2-10 renders normally, but frame 1 takes ages - at first I thought that A:M had crashed, but then realized that it just rendered and rendered and rendered and rendered...even if nothing at all is in the frame. The culprit seems to be the displacement on the object. If I turn of the displacement (or change it to bump) the long wait on frame one disappears. But why, oh why? What is happening in frame one?? Why ONLY in frame one? And why superlong rendering in an empty frame? If anyone like to take up the challenge I have attached all files here.
Last reply by Tore, -
- 4 replies
- 915 views
Hi, I posted this before and we all decided it had to be related to other Windows 8 weirdness but I completely reloaded the OS and all other problems are gone but my notebook is still shit canning me on A:M shortcut keys. My system info is below. Description: The Navigation tools work when the tool icon is selected but not when the shortcut key is used even though the mouse pointer changes the way it should. As far as I can tell it is only the navigation tools. Everything else works. Example: * AM is installed with no customization * I click on the zoom tool and my pointer changes to a magnifying glass and all works perfect * I press the z key and my …
Last reply by rusty, -
- 9 replies
- 1.5k views
I need help reinstalling hash into a new OS window 8?
Last reply by ruscular, -
- 9 replies
- 1.7k views
Can someone tell me what the last stable Mac version of AM is please. Latest version (18L) Standard and SSE4 just crash continuously - I can't even create a project, load an object then save the project without a crash (everytime) or the Mac version really hates Tars assets! I literally can't get more than 5-10 clicks before it crashes - can't render, can't save though it does seem to let me just pose a model as long as I like....
Last reply by pixelplucker, -
- 28 replies
- 2.6k views
Hi there, I have some trouble using the "Mirror all Smartskin". I made my smartskins on the characters left side, and when I try to use the "Mirror all Smartskins" nothing seems to happen. Unfortunateley i am not able to install the help file (downloaded and unpacked it, but it does not open). How is the "Mirror all Smartskins" working? Regards Heiner
Last reply by Heiner, -
- 1 reply
- 871 views
Hi, First I'm on AM V14c which probably won't matter in this case as this will probably be a memory exercise anyway. I've rigged characters in AM 14c using TSM2 before just fine but this time I got an error when I did the rigger. I did the builder, the flipper but when I did the rigger it said "No System Found"??!!?? Anyone?? Thanks so much, Rusty Edit: BTW, I can't find a manual so I'm doing this all from memory which might be the problem.
Last reply by robcat2075, -
- 3 replies
- 706 views
Hi, For reasons I can't figure out after days of struggling, a project created and originally rendered in V14g looks way different when rendered in the latest AM version and I just need to change a few seconds of the scene and insert it but it must look the same as the existing video. I should have had a copy of V14c but I must have lost it when I lost a disk a year ago. I need to find a copy of AM V14g to install to render this scene. I still have the dongle so that won't be a problem. Can anyone help. Thanks, Rusty PS: I looked on the ftp site...if it's there I can't find it.
Last reply by rusty, -
- 10 replies
- 2.5k views
This is a puzzle for me and I really need the answer. Concerning mdd import export. When you import an .mdd file, does it only work on an .obj model import.......as a prop for instance. Or can you import an mdd and have it work on the hash model. This is what I use to think: 1. In exterior App I can export a model as an obj and import it into hash via the obj import wizard.(results in a hash model version) 2. In exterior App also export an mdd file with motions. 3. Import the mdd file onto the new hash model created in step 1. HOWEVER....I can't get this to work. What's more puzzeling is that I can export an mdd from a Hash model in A:M. Bu…
Last reply by strato, -
- 5 replies
- 1k views
I've tentatively revised some stock A:M characters that are used in early tuts for these reasons If you have some time could you download and install the "updated.zip" data set (found at AMReport 6203)and give those characters a test on basic things like posing the bones, using the sliders, doing a Paste-Mirror, and see if they perform as expected? Also see if they are showing up in the Library as expected. I know next to nothing about the workings of the Library. If they are good to go they'll replace the flawed ones that are in the basic A:M installer now.
Last reply by robcat2075, -
- 3 replies
- 745 views
When I first upgraded to V17 I happened to mention to the very nice sales guy that I was getting a new notebook in a week so I was going to wait until it came in. He said 'no, go ahead, put on your current notebook and when the new one comes in we'll just switch it to that'. I KNEW I SHOULD HAVE WAITED. I've followed the instructions, sent them the numbers but, I've trying for days and I cannot get anyone to send me a new activation number and...I'm sick in bed and I need it.
Last reply by rusty, -
- 1 follower
- 25 replies
- 3.3k views
Somewhile ago Mark W ( I think ) wrote a tutorial on how to use netrender on a Mac. I think it was available as a pdf file. Could someone kindly direct me to where I might find it please ? thank you simon
Last reply by robcat2075, -
- 33 replies
- 3.3k views
I bought some extra nodes. Now... where do i find the instructions on making them work with an additional networked computer?
Last reply by Fuchur, -
- 2 replies
- 1.1k views
Goodday all. I have downloaded 19g and netrender is giving error message. I have loaded the correct project, chor, camera, output location, etc into netrender. As soon as the render process starts a error appears. The error message says files (.act .mdl) are missing for my project. Netrender is searching in the c:\Program File\Hash inc\v19\Data\Material\..... for action and model files for my project. I have not saved my act and mdl file in that location. Why is netrender searching for it in that location. The act and mdl files for my project is saved in my 'document' folder. How do I tell netrender to look in my document folder? When…
Last reply by DavidDenzill, -
- 1 reply
- 2.5k views
I just tried v19l Netrender and it doesn't seem to find the paths to all the various components; forcing me to lead it to every model in the chor. I tried consolidating the project into a new folder but it stopped after loading the project, not asking to select a chor. Would someone please confirm this in case I'm doing something wrong? Thanks.
Last reply by robcat2075, -
- 2 replies
- 444 views
I want to add some information related to Netrenders Event Commands that allow us to run batch files and programs after a job completion (or frame completion). This process can allow use of other programs to post process output from Animation:Master's Netrender and help us understand how we can do the same basic process without Netrender as well. There are three basic components of this process: 1. Set up the Event Command in Netrender 2. (Optionally) structure a (textual) batch file to take arguments from Netrender and pass them on to other programs 3. Run the desired programs and processes This does assume a basic understanding of r…
Last reply by Rodney, -
- 1 follower
- 5 replies
- 1.5k views
Before I begin trying to find the source of this bug I'd like some opinions as to what might be happening. Attached are two "versions" of four sequential TIF files (545 through 548) from an on-going Netrender job. If there is a "b" (for bad) in the filename it is the first frame rendered by any one of the my four cores. If there is a "g" (for good) it was either not a Netrender first frame or it could be any frame rendered within A:M itself. I've numbered the files so you can sequentially show them bad, good, bad, etc. When I cycle through them on my monitor, the bad ones seem a bit darker and noisier but nothing that says "obviously this is what's wrong"; they're ju…
Last reply by robcat2075, -
- 15 replies
- 1.2k views
@fraizer writes... -I recall the chor problem (fixed in a later version I recall) but it's exceedingly rare that I ever save work as a chor. I always work with a PRJ that has everything embedded. -I'd have to see the path circumstances to guess at the path problem. -If you are on an annual subscription your license should allow you to also install/run v19.0 which still has a Mac version. Try that and see if the .pre setting are more comprehensive. We have Live Answer Time at Noon CDT tomorrow if you would like to look at this in real time.
Last reply by robcat2075, -
- 8 replies
- 1.9k views
Hi, I have just a few minutes ago completed a new construction I created in A:M, brought over to Makerware and printed it out. It worked very well . It is a door traffic light. This is how it looks in A:M and in Makerbot / Makerware: And here you can read more about how it turned out and what it does with more images: http://www.patchwork3d.de/blog-5-en/complex-3d-print-door-traffic-light-677 See you *Fuchur*
Last reply by pixelplucker, -
- 2 replies
- 1.9k views
In V17 you may notice some very slight changes in the default Choreography that is created if you do New>Chor - The old "Rim" light is now named "Spot". This light, shining from the front, is in the wrong place to be a true "rim" light in proper photography/lighting terminology. "Spot" will be a correct name for its function and placement in this chor. -"Spot" light's color is now white instead of orange because orange was ugly. -"Ground" is now a 5x5 grid instead of one patch. This puts some visible spline lines in shaded wireframe view, to better show the perspective of the ground plane. This also renders the placement of kleig lighting slightly better…
Last reply by John Bigboote, -
- 9 replies
- 1.3k views
Hi guys, this will be another feature in A:M v18 (l). Hope you like it... it is a more specialized one but it is a nice little helper and may suit some of you well. This feature is inspired by a friend of mine (thanks Ralf G.) who uses another software and asked for something like that in Animation:Master. Hope you like it and find it useful too . See you *Fuchur* grid_images.mp4
Last reply by Rodney, -
- 7 replies
- 1.2k views
Hi guys, this is a demonstration of a small but (if you ask me) very powerful new feature in A:M v18k (getting beta tested at the moment): > Set camera to bird view / Set bird view to camera. Hope you like it . Thank you very much for adding it Steffen . See you *Fuchur* PS: Small little addition to the video: You need to be in a perspective bird view (!= orthogonal bird view) to have this feature. This is always the case if you use the turn tool starting in the camera view OR you can just toogle its state to be perspective by pressing "\" / hitting the button in the views toolbar. PPSS: And of course: I am talking about the Turn-Tool, not the…
Last reply by Fuchur, -
- 4 replies
- 785 views
Hi old frineds, This is Rusty and since the return of NetRender I'm upgrading from V14c. Can anyone pointout any new features added since 14c or links to same or links to tuts on these. I kind of remember some kind of water function being added to 15 but that's about it. Thanks for any help! Rusty PS: I'm sure most of you have seen my new book (paperback due out by end of year) and the book trailer I created in AM V14c: http://www.amazon.com/The-Spiral-Slayers-E.../dp/B008STATCO/
Last reply by rusty, -
- 1 follower
- 6 replies
- 7.5k views
From the new v17beta 02 .. This should be huge for cloth users. Steffen has added an option that somehow makes work a strategy that I've tried before with only slight success... drastically upping the number of time subdivisions that SimCloth uses. HiRes ON temporarily increases the frame rate x 10 while the simulation is running. If you have Sub Steps set to 3, Sim cloth will now calculate the cloth's motion through 30 steps per frame instead of 3. The Cloth moves less per step, giving A:M more chance deflect CPs before they become unsolvable intersections. In theory just setting Sub Steps to a 10x higher number should have t…
Last reply by robcat2075, -
- 2 followers
- 13 replies
- 2.2k views
Please vote
Last reply by Fuchur, -
- 8 replies
- 977 views
lighting.mov right click then
Last reply by johnl3d, -
- 7 replies
- 1.1k views
This is what I got. What do you think I only have a few days till I have to change order them. But I can make some changes if they are good. If not this is what I'm going with.
Last reply by pixelplucker, -
- 1 reply
- 764 views
Now we can search for words with 3 characters !!!!! this is a great step !!! HDR, IBL, SSS
Last reply by robcat2075, -
- 19 replies
- 2.1k views
We are moving to a new server and updating all software. The new forums is up now if you want to mess around with it. http://optimus.hash.com/forums/ The posts will be removed and right now we are working on a bug with user avatars if you find anything else please post here. we will also be looking for new skins and other things before we move over. Any Posts made there will be removed on the move! but feel free to try it out. I will also make a post there for bugs and things you want to see. but I have to run right now. It's been a really long night since this version is so out of date. Thank You, Jason simonds
Last reply by robcat2075, -
- 2 replies
- 1.1k views
Keep your eyes peeled for the Summer 2019 Image Contest topic announcement! It's coming...
Last reply by Wildsided, -
- 3 followers
- 47 replies
- 5.8k views
I know most of you just come to the forums but Hash, Inc. has a new site check it out HERE! Thank you, Fuchur For all your Help and Hard Work!
Last reply by Zaryin, -
- 14 replies
- 2k views
I've been trying to try a newton simulation, but it gives me an error saying that I need "at least one simulation object..." What do I need to do to get newton physics set up on a few models so that they fall to the ground???
Last reply by John Bigboote, -
- 9 replies
- 1.5k views
Maybe it's getting time for a new Image Contest but... it will need a topic first! Got ideas? Something not too narrow, not too broad, something we haven't done a lot before? Something that A:M users would enjoy putting their own personal spin on? One idea I have in the back of my head... "Planes, Trains, Automobiles" What are your ideas?
Last reply by fae_alba, -
- 12 replies
- 2.3k views
I've been away from Animation:Master for a while. I know I can get a decent bevel with extruding (or replicating spline rings), scaling and positioning, but is there a nice tool or plugin to do that these days? The following is the simple frame I'd like to add a nice small bevel onto the upper face edges. (Attached JPEG image.)
Last reply by jirard, -
- 1 follower
- 10 replies
- 1.1k views
When a light’s shadow option is set to ray trace, “render as lines” splines do not cast any shadow. Is this an error (that should be reported) or is it a (missing) functionality?
Last reply by Tore, -
- 4 replies
- 729 views
My setup is simple. I have a small klieg spot pointed at the top of a vertical cylinder. Beyond the cylinder is a small flat screen with its translucent attribute = 50%. When the camera is to the right of the cylinder and views the screen you can see both the shape of the spot and the cylinder's shadow being cast on it. The same is true when the camera is to the left of the cylinder and viewing the other side of the screen but these shadows are now being transmitted through the translucent screen. This short video shows a 9 pass progressive screen render as you view the screen from the right and then from the left. AM_translucent_glitch_renders.…
Last reply by R Reynolds, -
- 6 replies
- 1k views
What version of A:M does one get with the $299 no-subscription offer? Does the license ever expire? Why are there no upgrade options for users of version 17 and earlier?
Last reply by robcat2075, -
- 10 replies
- 2.4k views
Having some trouble with renders using Ambient Occlusion. This was rendered with 5 passes and Ambient sampling set to 100%. Its a reflection in a glass surface but, I've had similar troubles in non reflective surfaces too, although this is the most extreme example so far. This is it without ambient settings The ambient render is VGA because its taking a very long time to render at 1080. Can anyone kindly suggest a cause and possible cure for the problem ? Thank you simon
Last reply by Simon Edmondson, -
- 3 replies
- 959 views
I'm having issues in v19o with rendering normal maps on non-rectilinear patches using anything thing other than a final camera render in a chor. At the top of the attached image are shown five flat surfaces. The left-most four patcher is similar to the surface that I was modelling when I discovered this. The next three surfaces have the same outline but each is built with a different patch layout to see its effect. The right-most surface is a reference square 4x4 patch plane. All patch normals are aligned. The same normal map image is decaled to each plane. Isometric views of these five surfaces are rendered as 5 pass progressive or 16 pass final in a modelling …
Last reply by robcat2075, -
- 12 replies
- 1.8k views
I don't know about you guys, but I'm really struggling to repair normals when they appear like this on the screen. V 18 is what I'm in. ALSO....A great feature request would be to have an option to color the patches "red" or "blue" depending on what direction. Then have an option to "flip all red" or "Flip all blue" THAT WOULD BE GOLDEN
Last reply by detbear, -
- 1 follower
- 8 replies
- 1.2k views
Sorry posting this reply here as I'm unable to make a post in the v18d thread So thanks for the sample model Robert. Closer inspection shows that v18d is NOT randomly flipping normals, but it IS making things see-through?! In the screenshot here of your test model you can clearly see that the yellow pointers are all still facing outward as they should. Note, this screenshot was taken with 'Show back facing ploys' ON, so even if there were any flipped normals the model still should have looked solid. Incidentally whilst trying to get that screenshot A:M crash yet again. v17g is starting to look to me like the most stable Mac version.
Last reply by markw, -
- 2 replies
- 387 views
I was lathing a shape and thought I could easily turn it into a giraffe's head... A few hours later this dragon thingy appeared: The motion blur... a bit thick no? I thought I'd be lazy and make the eyelids be patch images that turn on/off. That was probably more work than it should have been if I would have just made actual eyelids. It kinda worked though. Had fun with a few things that won't be particularly apparent such as having the color of the horns change so that the lightest/grayest horn is always in the back (presumably aiding in giving a sense of depth). This guy technically has no mouth although he does have a jaw bone. He real…
Last reply by Rodney, -
- 7 replies
- 1.1k views
Does anyone know what might be causing this? Up close the transparency map I'm using is working correctly. But from a distance, not so much. I've used transparencies before without this issue, but no matter what I try it's displaying the hair strands as if I made a space at the end and then continued.
Last reply by Wildsided, -
- 1 reply
- 605 views
doing some fun with a lot of AM cds Duck.mdl quake.prj
Last reply by Wildsided, -
- 4 replies
- 2.4k views
Has anyone worked out how to access the numeric keypad keys on a Surface Pro 2? I can get the on screen keyboard to display but the 'number pad' is simply the number keys and not the numeric keypad keys..... Cheers David
Last reply by pixelplucker, -
- 5 replies
- 1.4k views
AM v19 keeps crashing with an error saying "Nvidia has encountered a problem and must close" it used to only happen occasionally but now cant even open AM at all because of it. Any help would be appreciated. thanks
Last reply by pixelplucker, -
- 9 replies
- 836 views
Hi there, i know, there is a obj exporter included in AM. But i think, that when i recall it right the obj-exporter by A. Walasek archived better results. Its a long time ago, and i may recall that not right. However, does anybody know how to get the old Walasek exporter to work? Is it a 64bit problem again? Regards Heiner
Last reply by Heiner, -
- 12 replies
- 2.7k views
I find that some obj models simply refuse to import/ convert into A:M even if their file size/ complexity is radicaLLY reduced in the exporting APP. I would expect long conversions for high meg files, but these are as low as 3-9 megabyte obj models. I'm sure that there are many factors that I'm unaware of in this process, but at the same time much more complexed models transfer easily at times. I wonder how to improve this if possible. I'm happy to have the obj import option for sure, but it just won't import certain models. It seems to hate any triangles whatsoever. Would love to hear how you other guys are importing obj's, 3ds's, etc.
Last reply by Rodney,