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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 0.9f6 points
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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
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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
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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
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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.mp43 points
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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
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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
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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
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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.mp42 points
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It looks like you could benefit from the Basic Splinemanship tutorials located here. There are quite a few spline continuity issues.2 points
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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, Ken2 points
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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
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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%2C2552 points
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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
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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
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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
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I can't remember if I posted this or not. Sorry if it's redundant. It's a WIP commercial for a friend of mine. First Draft.m4v1 point
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The bone follows the target until the target exceeds 20cm from the center. RadiusConstraint002.prj Radius_1500.mp41 point
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Lesson 20 For Loops Do this for your assignment: Make a program that will prompt the use for a number from 0 to 60 and print out a row of that many Xs. If the entered number is 0 the program exits. Sample run: Rows of Xs! How many Xs do you want? 8 XXXXXXXX How many Xs do you want? 13 XXXXXXXXXXXXX How many Xs do you want? 0 We're done! This project uses both "for loop" and your recently acquired "do while" skills. Hint: First write and test a for loop that prints out a row of n Xs. @Roger @Rodney @Shelton1 point
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Installers: Windows: Windows 32Bit Windows 64Bit SDK: v19.0 SDK UpDate Change Log: 0007231: [Materials] Some Enhance plugins not working 0007219: [Particle Systems] Particle Baking and parameter keyframes los on reload of PRJ 0007206: [Particle Systems] Particle parameter keyframes ignored after PRJ save and reload lost on 0007228: [Interface] PWS activity causes crash 0007230: [Materials] Crash and Freezes while making Materials 0007229: [Materials] Creating a material causes program to lock up 0007212: [_Other] Freeze on cancel of missing asset. 0007223: [Dynamics] on Spring Mass causes crash 0007226: [Bones/Rigging] Attached constraints not deleted, if a bone is deleted 0007227: [_Other] Crash on delete of Prop1 point
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how long did it take you to render ? did you use a render farm ? wht is the resolution of the original clip. i like it.1 point