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Showing content with the highest reputation since 03/28/2023 in all areas

  1. Installers: Windows: Windows 32Bit Windows 64Bit SDK: v19.5 SDK Change Log: Fixed 0007218: Gradient Materials not rendered with gradient Fixed 0007244: Bone positions corrupted on save and reload Changed: minidump files may have be greater, in this case please zip the dmp file before attaching to the bug report (command "zip -j9 dmp.zip *.dmp"shrinks the file up to 90%) Fixed 0007243: saving a project with relationships can corrupt projectfile Fixed 0007242: external modified decals not reloaded before final render Fixed 0007240: Constraints lost on close of Relationshipwindow close Fixed 0007238: PNG plugin bugs Fixed 0007237: Constrain cp motions during modelling rotations not working Fixed 0007234: Freeze after cancel load of missing asset Fixed 0007236: Freeze on missing asset Aslo bug 0007241 Fixed 0007232: Hair properties include several Toon Bias selections Fixed 0007235: Combiner not combining Updated For Security Reasons: External Libraries libpng bump to version 1.6.41 zlib bump to version 1.3 ziparchive bump to version 4.6.9 openexr bump to version 3.2 imath bump to version 3.2 jpeglib bump to version 0.9f
    6 points
  2. So...I think the Break Room is done now. I reworked everything and added a few things.
    5 points
  3. Installers: Windows: Windows 32Bit Windows 64Bit SDK: v19.0 SDK UpDate 0007210: [Net Render] NetRender Crashes during startup (sgross) 0007216: [Interface] Clicking outside of Chor locks out Manipulators (sgross) 0007222: [Bones/Rigging] Deleting bone causes crash (sgross) 0007225: [_Other] Crash on v19 model load (sgross) 0007217: [_Other] Crash on load of old model (sgross) 0007214: [Interface] Accent color of Windows does not change window color of tiled windows in A:M (sgross) 0007213: [Particle Systems] Hair width over length is somehow repeated several times (sgross) 0007208: [Hair] Crash on reset of Hair Parameter (sgross) 0007137: [Dynamics] Dynamic Constraints broken (sgross) 0007203: [Net Render] NetRender nodes close with format error (sgross) 0007200: [Interface] NetRender interface spelling correction (sgross) 0007194: [Net Render] Actions render incorrectly in NetRender (sgross) 0007196: [Modeling] Crash on Copy of Groups (sgross) 0007195: [_Other] Crash after edit of Expression (sgross) 0007189: [Bones/Rigging] Crash on delete of multiple bones (sgross) 0007186: [Bones/Rigging] Path Constraint target list crash (sgross) 0007185: [Bones/Rigging] Bone name trouble (sgross) 0007184: [Bones/Rigging] Crash on Bone Drag (sgross) 0007162: [Rendering] Surface transparency causing Hair transparency (sgross) 0007188: [Sounds] Playing any audio in A:M sets system volume to zero (sgross) 0007175: [Plugins] Mirror Constraints not working? (sgross) 0007180: [_Other] Crash during Backup? (sgross) 0007181: [_Other] Crash on Revert (sgross) 0007179: [_Other] Crash while renaming Pose (sgross) 0007177: [Decaling] Crash while examining decals (sgross) 0007178: [_Other] Crash on PRJ close (sgross) 0007176: [Modeling] CopyFlipAttach adds unnecessary dot suffix to new names (sgross) 0007174: [_Other] Crash loading PRJ (sgross) 0007173: [Realtime] OpenGL3 Hair with textures drawn not correct (sgross) 0007172: [General] False rounding for float/double values (sgross) 0007171: [Realtime] OpenGL crash, if a scaled copy for the realtime texture needed (MipMap) (sgross) 0007166: [Sounds] Sound stops before end of play (sgross) 0007157: [Rendering] SSAO not working (sgross) 0007165: [Composite/Post Effects] Feature: allow Blur greater than 15 (sgross) 0007160: [Realtime] Fluid particle false shaded render after load (sgross) 0007159: [Rendering] Crash on render (sgross) 0007129: [_Other] v18 D Box PRJ no longer works (sgross) 0007155: [Rendering] Fluid Particles render as Camera Background color only (sgross) 0007154: [Particle Systems] Blobbies don't die, don't resize (sgross) 0007152: [Particle Systems] Can't Bake Blobbies? (sgross) 0007153: [_Other] Default Resolution in Camera settings: Change from VGA to HDTV - 720p... (sgross) 0007146: [Lighting] Use Front Realtime Light reverts to OFF after onscreen render (sgross) 0007142: [_Other] Reverting property in Chor doesn't * project (sgross) 0007147: [Materials] PRJ saves forces unwanted keys in Material instances (sgross) 0007148: [Rendering] Custom Frame list renders only first frame multiple times (sgross) 0007143: [Plugins] Simcloth doesn't simulate (sgross) 0007145: [Net Render] NetRender Memory Allocation Error (sgross) 0007144: [Images/Animations/Rotoscopes] EXR missing from allowed image import types (sgross) 0007139: [Rendering] Shaded/Wire Renders don't show "Show Grid" or Rotoscopes (sgross) 0007138: [Rendering] renders use CPU SSAO instead of GPU SSAO (sgross) 0007140: [Animation] Euler/Vector/Quat default selection not retained (sgross) 0007134: [Net Render] NetRender nodes get stuck on "Loading Frame" (sgross) 0007121: [Materials] Increase the viewport size of a material? (sgross) 0007151: [Particle Systems] Crash on change of Attribute to Combiner (sgross)
    5 points
  4. Stalled Trek: The City on the Edge of Foreclosure is on YouTube now! The last of the film festivals I submitted to is over, so I've finally set the movie free. 😀 You can see it on my YouTube channel here: Stalled Trek: The City on the Edge of Foreclosure
    5 points
  5. Here it is! This is 10 yrs. of my life. (so THIS is why Pixar needs 300 people to make a film) Thank you robcat, fuchur & other AM forum gurus that helped me!
    5 points
  6. Hey guys, I wish you all the best and a great celebration time Best regards *Fuchur*
    4 points
  7. Long time A:M user William Hennes @willaim is so busy with A:M that he never gets around to showing the cool stuff he does with it... so I'm posting it! Oct 15, 2022 Dwarf Head modeled in A:M, 3D printed in resin. For his "dragons of winter" project.
    4 points
  8. After the last couple of days I had to render a new pose for Hans. I got a call about a clients computer network. I ended up rebuilding it and still have some to do but they are operational for tomorrow. So to celebrate Han's new pose showing a little frustration like some of mine for the last 48 hours.
    3 points
  9. Festive New Year Greetings to all the Animation:Master users! Update: The cloth simulation I didn't quite get working on New Year's Eve...
    3 points
  10. Hi Guys, Modeled these wicker furniture items for a project a few months back but thought would be cool to render together in a little scene. Cheers.
    3 points
  11. Okay...I think the Exam Room is done (unless I find a glaring error). These may look a little strange because I went with an extreme wide angle lens to try to show the whole room.
    3 points
  12. William Hennes @willaim is so busy doing cool things with A:M that he never gets around to posting it here, so I'm posting it for him! "Replacement" animation is a variation of stop-mo where, instead re-posing a clay or rigged model, pre-sculpted portions are swapped out for each exposure to create movement. head_animation.mp4
    3 points
  13. I am not sure what this is going to be, if it has something to do with A:M or not but this is pretty interesting. Those two guys are Petey & Jaydee:
    3 points
  14. Hi! I never introduced myself. Kinda shy. I' m MadFox. Referring to the quick red fox jumps over the lazy brown dog. Where shall I start. I'm a graduated academic free graphic design. That implicates working on etches, lithographic's (yes, that ancient stones) paintings. http://home.kpn.nl/lo2kf8/homepage/gimli00.htm After being passed the first year grade the question raised what I wanted to choose: the commercial degree, or the free graphic enhancement. Knowing myself I always had a bad angor against publicity. Not sure why, but it always felt to me as a lie to offer a product that's made to please a customer, but stands against my own moral. OK, whatever. So I choose the free graphics, and I must say.., sure it did'nt bring me much luck in profit sense. So as stubborn I was I kept on working, feeling like a fish tempting to swim against the current. Now I'm much older now (graduated 1978) but there was one thing that stayed on my mind and that was there was also a film and movie education. But that direction was very expensive and had a high standard to access. Anyway. While doing so, it must be around 1995, I received a second hand 386computer from my brother. I was really stunned by the thing. So surprisingly when buying a sound card for it, I received three floppy's of Gold Disk, animation works. (Yes, they still had that feathers and goodies with their products). https://archive.org/details/TNM_Animation_Works_software_-_Gold_Disk_20170827_0311 I was really raged! Here was my chance to get into animation. So I bought an Intuos Wacom drawbar and scribbled away for years. It was there I made TubeHead, the living monitor. From then it went faster. There was CorelDraw4, with another movie studio, that was better and more convienent. Not limited to 256 colours, and more power to store animation and write out to avi format. It must be around 2000 I was with a friend, who was tinkering with A:M v8. Again I was stunned. Now I could even change to 3d. Had not much money to spend (again, that free graphic artist was crumbling on its witzend) but from then I was stuck to this program in any way. There I go, puzzling Gary Anderson''s Thunderbird's through heaven. ( seeing it used as an example on A:M movies for a queried film student. gimme back my copyrights., HA!). Using it for wrecking out monsters for my beloved Quake game addiction. And I must say, wouldn't it be for the love of the game, or for the expansion if my fantasy I would share this A:M programme 24 hours a day. I'm still working on my graphis, painting and music. Just trying to avoid the magnet this program offers me. Shine on, you passive spline! 😍
    3 points
  15. Woah. Adventure cat has been missing in action. Rumor is he's been out doing R&D... Until we an find out more, here's a 2D/3D ruff rig thingy:
    3 points
  16. Here is my contribute to this contest Work In Progress. I took the second number of the "Dark Side Of The Moon" album "On The Run". https://www.dropbox.com/scl/fi/n76j0nuf82wplyyh8i6ll/synchron00.mp4?rlkey=42ol2ivt0g14exrpjei1wp0gt&dl=0 😽
    2 points
  17. A new render of this Feb 19 2004 entry in the Animation Showdown. I was pleased with this one. This was the first time I felt like i got a suggestion of weight in the motion.
    2 points
  18. Here are Kyle and Lilly
    2 points
  19. Over the course of the last 6 years, Robert Holmen has allowed me to gleam some of his knowledge about AM. He started reviewing some of the animations that Chris Daily and myself were working on. After just a little while it turned from reviewing to teaching. I have enjoyed our time and have been able to get some animations done under his tutelage. Here is one of the first one I completed titled "Fly Trap". flyfinal.mp4
    2 points
  20. Very cool, Robert!
    2 points
  21. further experiment...
    2 points
  22. Pose two with Hans
    2 points
  23. Well felling better one minute next minute back to the same. Just wanted to get back to the screen and do something tonight. Posed Hans with small C curve and opposite twists.
    2 points
  24. It looks like you could benefit from the Basic Splinemanship tutorials located here. There are quite a few spline continuity issues.
    2 points
  25. Haven't been doin much 3d work but did stumble across this ai texture generator. Figured if you guys didn't already know about it you may find it useful. https://withpoly.com/browse/textures Happy holidays, Ken
    2 points
  26. Thanks for posting Ken, worthy of bookmarking for future use! I was driving home the other night and spent a few blocks driving behind a delivery truck. was fascinated with the aged textures of the trucks back door, it was painted metal with lots of paint chipping, scratches and the metal was dinged in areas. It just made me think of a book on texturing for 3d I saw years ago, in the book they said a good texture tells a story, an object gets it's dings and scrapes because it's been dropped or banged into.. or left out to rust.. These AI texture tools can be helpful to think about those stories and add more realism to our models.
    2 points
  27. Here is the animation. I use this for the class I am teaching. Hanswalkin.mp4
    2 points
  28. Forgot to load the frame
    2 points
  29. Here's a fun experiment. A Clone Trooper helmet created via AI generation... text prompt to 3D model... output to OBJ format. Brought into A:M as a prop object. Here's a link to the original result prior to refinement (on LumaAI): https://lumalabs.ai/genie?one=3a206fdc-7ec1-41ba-8a75-99aaba7a709d&two=d348c729-2e62-4efa-8561-49382fdcd49a&three=1f7d8eb8-f392-4579-9f3a-a4b57478dce1&four=e368e03d-ac93-4fa6-bb7d-cb4b29a28962&view=one&metalness=0&roughness=0.95&color=255%2C255%2C255
    2 points
  30. Okay...now he's finished. I had to texture his socks and underwear.
    2 points
  31. Been a rough year so far, but I'm starting to get back to some work. Here's where I'm at with Bertram...I may call him finished unless I find something that needs fixing.
    2 points
  32. There was a lot of interest in the Cap Your Mo, Summer Mo-Cap Challenge! The most frequent question I got was, "Do I really have to show myself in the video?" "Why, of course!" I answered, "That's half the fun, right?" There the interest diminished quite a bit! That video rule does seem to have warded many people off. But we do have a fine and worthy winner! The First Prize of a $150 Hash Store Credit, for mo-capping, bravery, and getting the one entry in on time goes to... @Wildsided Dan Skelton! "Only Fools and Horses" A $50 Hash Store Credit, for his not-in-by-the-deadline-but-I'm-glad-he-got-it-done entry goes to... @Shelton Steve Shelton! "Suspicious Mind" And for $0, my non-contest entry... "Leap" You can still enter! There's still money to be won! Complete a Mo-Cap Challenge entry by the end of Summer 2023 and we'll add it to the gallery above and you will win a $25 Hash Store Credit! Let's see some more Mo-Cap!
    2 points
  33. This was the hardest model I've ever attempted. For mechanical models it's relatively easy to find front, side and top reference images, not so much for 1940's movie actresses. Every time I looked at a different 3/4 view of Ann Sheridan with dramatic lighting and did a test render, I found another CP that needed a small relocation or a spline layout that needed a rethink. I can see why 3D scanning of an actor's face is so appealing for a digital replacement. I still don't think the likeness is convincing but I'm sending her to Hair & Makeup anyway! (Maybe I'll say I'm modeling Ann Sheridan's stand-in. 😄 )
    2 points
  34. Each eyebrow uses four hand drawn "hair" images. The first is applied as a colour and subtle bump decal on her skin. The other three are used as transparency decals on three separate patch layers, one on top of the next to suggest some thickness. The upper eyelashes use two layers of transparency decals while the lower lashes are only a single layer. The eyelash decals started life as images from on-line stores selling false lashes.
    2 points
  35. The information that has to be processed for a CP and the splines that intersect it and the patches they make is much greater than for a vertex and a facet in a polygon model. But now you're converting all those vertexes and facets into full CPs and patches and there is something A:M has to do called "finding" after every CP is added to a spline that seems to take exponentially longer as the CP count increases. My experience is that any model above 10,000 CPs is probably impractically tedious to edit. It's possible that if you wait long enough a 1.5 million vertex model might finish importing but the same can be said about a killer asteroid strike happening or the Sun running out of fuel.
    2 points
  36. 2 points
  37. Nice one John. Here's a rabbit fight right back at you!
    2 points
  38. Terry is just about done so thought I would show him off a bit.
    2 points
  39. 1 point
  40. Here's another one... https://forums.hash.com/topic/42423-exercise-11-geeeeraff/?do=findComment&comment=372103 @Pizza Time That was the wrong link. Correct link... https://forums.hash.com/topic/33529-avoiding-dead-end-splines/
    1 point
  41. I never saw that till now in a thread: "18 years later..."
    1 point
  42. I think the new ARM windows has a translation ( emulation ) layer for x64 on it Rob, I have been reading up on this in plans to upgrade the old computers we have here, apparently benchmarks windows arm running x64 apps running on a M series Mac faster and more stable than on dedicated windows hardware , I have tried to run AM in Parallels on our old 5.1 mac V19 etc does not work, version 15 works fine ( direct X ) , the issue is that the emulators use old open gl drivers not installed with the app, to make matters worse Mac OS has stopped support for OpenGL so the host system also has outdated drivers - on further reading people have been working on the open source communities, emulating or translating OpenGL commands through Vulkan API - which can be installed on a Mac, however commercial applications like Parallels and VM sill still have issues supporting these API calls if its not built into their software - however - platforms like WINE & Codeweavers Cross Over & Now the Mac OS game porting tool kit - pretty much WINE translation layers but with " Apple Factory Support " would allow customisation of API calls and theoretically allow AM to be installed though them and work almost like a native app . . . Codeweavers could certainly get AM working through this way
    1 point
  43. The confirmation email and the email with the key have always been instantaneous for me, but I am not like other mortals it seems. It is possible to retrieve keys manually. Log in to your store account and then go to Serial Keys, then scroll WAY DOWN to the bottom of the page to see if your recent purchase is there. If it's not there, if your payment method didn't go through, or some other problem, then you may need to ask Jason about it , but wait a day first.
    1 point
  44. @Rodney re: Character Map to see the graphics characters you need to set "Advanced View", then choose Character Set "DOS: United States" The ALT+ sequence for a character is shown at the bottom...
    1 point
  45. It's always nice to see someone complete a long-term project. I liked the story. I guess that's why they call them hooters, huh?
    1 point
  46. Way too long since I updated this, but here's Bertram with the skin texturing and hair. I still have to texture the clothes.
    1 point
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