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  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. Happy St. Patrick's Day! A new time-lapse video to share. Many bowls of Lucky Charms were consumed in the making.. for reference purposes πŸ˜‰
    6 points
  3. Installers: Windows: Windows 32Bit Windows 64Bit Mac OS X 10.13.6 or earlier: Intel Mac v19.0 Intel Mac SSE4.2 SDK: v19.0 SDK UpDate Change Log: Fixed All 7081 PNG transparency not working Fixed All 7074 Chain of bones scales erratically Fixed All 7077 Bone color not displayed only OpenGL affected, not OpenGL3 (recommended to use this driver) Fixed All 7057 Crash during A:M Backup it should have now a better error message for this (both as messagebox and in the logfile), let me know if the crash still occur. Fixed All 7073 OBJ export or Prop import not working 5 point / hook export fixed Repeated decal export not fixable, due obj file format doesn't know anything about repeatable decals Fixed All 7075 5 point patches render with gaps Fixed All 6976 crash on Paste Mirror on a Pose Fixed All 7072 Progressive renders are blank Fixed All 7070 Shift-cursor key doesn't move rotoscope. Shift + Cursor moves now the rotoscope/bitmap 10 pixel Ctrl + Cursor scales around center Fixed All 7071 CFA creates unnecessary copies of Materials Fixed All 7062 Copying patches dosen't copy decals on patches Fixed All 7060 Copying a patch (only 1) with a decal does not copy the decal Fixed All 7054 Decal exporting A new menu entry for single stamps / a opened stamp view is added. "Render Stamp to File" This renders the actual stampview to file with a user defined resolution. If You start from the stamp entry in the PWS and the stampview isn't open, a new stamp view is opened. In the dialog , which opend after hit the menu entry, You can change the Path and Filename (the button on the right side) fileformat is selected trough the filename extension (supported OpenEXR, TGA, PNG and PSD) the "Width" and "Height" for the newly created file limited to 16384 x 16384 for Win64 version, 8192 x 8192 for the others the limitation is the result size, means a resolution from 32768 x 8192 is also possible. Warning: On the highest resolution around 14 Gigabyte is needed at the creation process. The width and height are always changed to a even size. (1025 becomes 1028 , always modulo 2) "Save layered" If this checkbox is checked, two layers are created, one for the decal self and one for the splines. For all formats ,excluding OpenEXR, in this case two files are created with the naming scheme "Filename"_Decal".Extension" and "Filename"_Splines".Extension" OpenExr is saved as one file with two layers. "Render with CP's" rendering also the CP's on the spline layer Fixed All 7061 Snap Group to Surface snaps to wrong surface. Fixed All 7068 Rename Bone renames wrong bone Fixed All 7066 Crash on Radiosity render Fixed All 7052 Environment Map materials not working Fixed All 7059 Tooltips only show for keyboard-shortcutted buttons Fixed All 7058 Progressive Render of shag crashes
    6 points
  4. So...I think the Break Room is done now. I reworked everything and added a few things.
    5 points
  5. 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
  6. 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. πŸ˜€ You can see it on my YouTube channel here: Stalled Trek: The City on the Edge of Foreclosure
    5 points
  7. 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
  8. If you ever wondered why "likes" disappeared from the forum... it was my fault. I figured they reduced actual commenting and thought that getting rid of the "like" button might encourage more responses to posts. I still figure that is true but since removing the option to "like" things didn't increase the commenting, we might as well have them back. Thanks to Rodney for trying my experiment and for undoing it as well! I wonder if anyone will like this post...
    5 points
  9. Update of flame simulation i did long ago, but I can't find the old long ago thread!
    5 points
  10. Installers: Windows 32Bit Windows 64Bit Intel Mac v19.0 Intel Mac SSE4.2 v19.0 SDK UpDate Change Log: Fixed All: 0006942 Audio in Chor doesn't play Fixed All: 0006941 Crash on Decal scaling New All: for chor new entry in the menu -> "Bake and Remove Bullet Constraints" bake simulation data and remove than the Bullet Constraints from the models If the Shift key is hold while clicking this entry, a simulation run is first done for all Bullet Constraints New All: for objects new entry in the menu -> "Reset Main Bone", set the main model bone back to the default values (helpfull for simulation with bullet constraint, if the main bone not at default , unexpected behavior can occur) Fixed All: 0006934 Bullet "Bounce" parameter has no effect Fixed All: 0006938 Bullet simulates with strange results Fixed All: 0006820 Specular highlights not working on transparent surface. Fixed All: 0006931 Magnet Mode distance handles disappear Fixed All: 0006935 Rotoscope disappears if resized Fixed All: 0006933 32 bit version crashes Fixed All: 0006928 AI-Wizard crashes A:M Fixed All: 0006932 Explode/Rebuild doesn't work Fixed All: 0006937 Crash on adding Null Fixed All: 0006936 Crash on Save Fixed All: 0006895 Depth of field doesn't work Fixed All: 006894 Scale keys lost after save Fixed All: 0006914 NetRender: Corrupted surface on first frames Fixed All: 0006927 Final render darker than previous versions Fixed All: 0006926 Decal Image name lost after adding non-loca material. Fixed All: 006921 Crash on dragging Groups in PWS Fixed All: 0006919 Crash after selecting CPs Fixed All: 0006912 Netrender: Can't expand "Time" Column Fixed All: 0006913 NetRender: Disabled slave Prgress precent freezes Fixed All: 0006925 endless loop for complex undoing operations Fixed All: 0006920 Pose slider made by Push_CPs doesn't work Fixed All: 0006855 Soft shadows not soft Fixed All: 0006917 Reordering Groups after making keyframes in Chor causes crash 11 Fixed All: 0006922 Substeps for frame render is always 0:0... Fixed All: 0006811 incorrect real-time and progressive renders on particle image sequences New All It's now possible to show in which group a cp is in.For existing installations the button needs to be add manually. Add the button Tools->Customize->Commands->Manipulator -> "Show Groups, where the CP is included" to the toolbar, or "Reset Toolbars" For new installations it's default in the manipulator toolbar. Works only for single selected cp's. OSX latest supported version is OSX 10.13.6, because my mac can't be updated to a newer OSX version
    5 points
  11. Hey guys, I wish you all the best and a great celebration time Best regards *Fuchur*
    4 points
  12. 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
  13. I used the Transfer_AW plugin to move the weighting of the spline-controlled lo-density tail to the higher-density Eugene model.
    4 points
  14. Here is the next phase
    4 points
  15. Here is a truck I modeled for a friend to use in his advertising. The truck has been fully restored now, but this version sat in his driveway for several years.
    4 points
  16. I have been going through all the old models and I have noticed how some of them have held up while others, well, are not very good. Cupid is one I am pleased with and the rig is in and now rigging the face. Here is an action shot of cupid.
    4 points
  17. Just wanted to say a quick "thank you" to Rob for going to the trouble of running the image contests. It's always interesting to see the different themes and see what everyone comes up with. Thank you again, Rob, for your efforts.
    4 points
  18. Hi Guys, I'm happy to share an animation I've been working on the past few months, I'll try to make a long story short... Since all this Covid 19 stuff things have been different, previously most of my spare time was spent working on fine art projects a lot of work I did preparing for art shows was put on hold and like many people it's been a stressful time. I guess psychologically the best way I've been able to deal with it has been to tap into my silly side and rekindle some of the things that inspired me in my younger years. Using Animation Master was one of those things, it was the first app that got me seriously into 3D and actually helped land me my first job out of college. I made a friend on this forum over 20 years ago (Bud) Mike Lium, we eventually lost touch and reconnected on Facebook even though I wasn't using A:M much or posted 3d stuff he was always a friend... always encouraged me and my art. These past couple months while working on this animation I couldn't wait to surprise him with it. Sadly I didn't finish it in time, and found out he passed away a few weeks ago. So I dedicate this to Bud. Mike https://vimeo.com/417019628
    4 points
  19. Robcat spotted this movie on my YouTube channel and suggested I post it to the Forum. The movie is composited from two clips made in A:M. First clip (the color pattern): Years ago I made light boxes using Xmas lights on posts that supported cylinders with cutout patterns; the tops of the cylinders were vaned so heat rising from the lights drove the rotation of the cylinders. The light patterns were projected onto a sheet of translucent plastic. Recently I got to thinking about light boxes and wondered if I could simulate the mechanism in A:M. After some trial and error β€” that being trying to find a method for doing the cutouts without actually modeling each hole and discovering that while a cookie cutter map would perforate the cylinders, light would not pass through and appear on the projection screen; perhaps someone knows why? β€” I modeled the cylinders using the brute-force method, lots of CPs and splines. The choreography is simple. Two cylinders, one within the other rotating in opposite directions, with red, blue, and green lights inside the cylinders, and a screen to receive the projected lights. I set the rotation speeds for the cylinders so that it takes more than 10 minutes before the exact same pattern repeats. Here are birds-eye view captures from A:M showing a wire-frame of the cho set-up, a render of the set-up, and a frame from the resulting movie: While the colors and patterns are pretty and the simulation is quite representative of the light boxes I used to make, I wondered if I could get something more visually interesting. Second clip (the black and white pattern): I decided to experiment with sprites. I made a simple white square and modeled an emitter to spin the sprites outward. The result was a little too clumpy. I put a black edge on the white square and got a much more interesting look. Rendered with Alpha channel = Off. Here is a frame: I edited the final movie in DaVinci Resolve with the sprite clip on top of the color clip and Composite mode set to Multiply. Here is a frame from the movie: The soundtrack is a generative music composition I made in LogicPro. The piece uses standard orchestral instruments with some effects processing β€” reverb, delay, etc. β€” and a quasi-12 tone compositional approach. Each chord in the piece is made up of the 12 notes of the chromatic scale, or in some cases 2 and even 3 octaves of notes. A Probability Gate is applied to each note of each chord in each instrument track to determine whether or not a particular note will sound. With a sufficiently low probability value, the likelihood of hearing the same music twice is vanishingly small. The movie is intended to give a pleasant audio-visual experience inducing a feeling of stasis, motion without progress, evolution without advancement, calmness, trance, even a semi-visionary state of consciousness. Or boredom, perhaps. Here is the YouTube link to "Prismatic Fracture": https://youtu.be/Em6VyzsNcgc Best to all, Joseph
    4 points
  20. https://youtu.be/1WSxujQAmxM Hey folks all the CG was done in AM about 5 years ago. I used BVH mobcap for the Animation which worked great with AM. Im actually going to start selling the tubes shortly because of the corona virus. I still have 30,000 tubes in my basement. 004.mov 003.mov 001.mov 002.mov
    4 points
  21. Hi Guys, Been experimenting with rendering some gem and glass like objects in A:M and decided to try my hand at rendering some quartz crystals. Have a few more things I'd like to add and experiment with in the scene so figure I'll keep adding here as a WIP when I get around to it. ( have to get back to my Snoopy post as well ) A few post tweaks were added in Photoshop like exposure and blurring.
    4 points
  22. Before I move on to the next railcar I beg your indulgence while I brag about getting a believable "look" to the rear running lights. The rear facing lenses are tinted red with the other three are tinted green. The light from the internal bulb is quasi collimated i.e. the lamps appear illuminated only if viewed close to on-axis with the lenses. I wheeled the caboose back into the dark factory to get a better view.
    4 points
  23. Installers: Windows: Windows 32Bit Windows 64Bit Mac OS X 10.13.6 or earlier: Intel Mac v19.0 Intel Mac SSE4.2 SDK: v19.0 SDK UpDate Change Log: Changed All Particlesystem Streak and Blobbie there is a new Boolproperty "Color change over lifetime" , this controls how the color is changed as default the color is changed over the lifetime from each particle, if it set to "Off" the color change is done for all particles equal Fixed All 7011 Particle systems should only display modifyable properties Fixed All import plugins if peaktolerance is set to 0 , all cp's are peaked ,usefull for importing mechanical models if peaktolerance is set to 360 , all cp's are smooth New All obj import plugin dialog changed added option for displaying the info messagebox (default the messagebox is displayed)added option for open a frontview for the imported model after the plugin has finished Fixed All 7010 Selecting a spline by "Spline select" with Mirror Mode on and hiding everything else results in a different selection Fixed All 7012 Crash , when loading a obj file created from blender Fixed All 6827 Changing Decal parameter turns all light off Fixed All 7008 Crash when activation pose slide (on/off) in Action Fixed All 7006 Editing Toon Gradient causes freeze Fixed All 7009 Crash when rotation STL-Prop in Chor Internal Dumpfile for unhandled exceptions has now a new naming scheme "ApplicationName_DayMonthYear_HourMinuteSecond.dmp" Dumpfiles deleted , when the Master / Master_64 starts Dumpfiles now enabled in release builds and netrender Posteffect Frameburn changed added PercentProperty "Opacity" -> control the text opacity Default : 75% (as before) Min Value : 1% Max Value : 100% added BoolProperty "Display name" -> display the filename Default : True (as before) if it set to False, only the framenumber is burned the default font is now "MS Sans Serif" Windows only added BoolProperty "With shadows" -> display the text with shadows Default : True (as before) if it set to False, only a white text is displayed (better readable in my opinion) Changed All Stampview , "Plugin properties" not longer displayed , makes no sense in this context (if You have one let me know and I revert this change) Changed All for groups in a choreography fixed a crash , when a object in a named group was deleted from the chor removed properties, which makes no sense in this context added the possibility to add other objects to the named chor group(select the chor group -> than Shift + LMB Selection objects can be deleted with a Dialog (RMB -> "Remove From Groups...") popup menu only displayed menu items , which make sense for this type of group
    4 points
  24. Hi guys! Here's our new minishort clip. Corona related GREETINGS, stay safe. FYI: Everything was completely one in A:M, except for compositing (AE) and sound etiting (Samplitude).
    4 points
  25. I've been messing with cloth settings to try to get a decent material for a shirt. Here's a test of what I think might work...still have to try it on a tank top. Cloth_Test_01_23_2019.mp4
    4 points
  26. 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
  27. 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
  28. 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
  29. 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
  30. Just noticed Perry Animation added a bunch of Petey & Jaydee shorts to their Youtube page. Some funny and well made A:M Animations worth checking out! https://www.youtube.com/channel/UCH9lVBbmbu_dQEl1CnAbNPA
    3 points
  31. So I decided to make a Colt "Peacemaker" for one of my Flagship Characters. Today I decided to model it myself. Hopefully it will provide Ol' Roth Hasgood with some trustee protection.
    3 points
  32. Way too long since I updated this, but here's Bertram with the skin texturing and hair. I still have to texture the clothes.
    3 points
  33. Happy New Years Everyone! πŸŽ‰ Just completed a Time-Lapse video been working on over December. Cheers
    3 points
  34. We just delivered character animation for a tv commercial and currently working on an animated feature in AM. Perry Animation is still active πŸ‘πŸΎπŸŽ‰
    3 points
  35. OK. Well... It's much more under developed than it may appear. Hopefully someone can take the basics and turn it into a really nice model. enjoy!! detbear Colt Peacemaker A 2023.mdl
    3 points
  36. I'm currently working on a long time game project. Here's some rough work as I develop a few walk cycles: Hank Walk A.mp4 Happy New Year!!! Detbear
    3 points
  37. Here is a mesh with many splines but I can curve any portion of it, large or small with just three controllers. CurveController2.mov
    3 points
  38. Made this I was bored no reason. Messing around with lighting as well
    3 points
  39. 3 points
  40. A view of the arcade from the floor of the waiting room.
    3 points
  41. This isn't related to Adventure Cat but was drawn about the same timeframe. I call her 'Feature Request Lady': And yeah, she could probably appear in an Adventure Cat episode. Why not? The theme during this drawing was 'cats'... so, see if you can find the cat!
    3 points
  42. 3 points
  43. Thanks Robert. I've made a picture to demo the work flow. Essentially I'll be using a choreography and the models I've already made, plus stand-ins for the ones I haven't (Like basic blocks to represent furniture or a body to represent characters I haven't modelled). That will allow me to get the correct perspectives on the images and then I'll use photoshop to finish the pictures. I've uploaded another example of Bernie waking up in the morning. In the story he's wearing his pajamas, but I don't have a model, or the time to model and texture a different outfit for him. So I used the model I had to pose him and then drew over the image to have him in the correct outfit.
    3 points
  44. avi would not play om my machine so converted to gif interesting animation
    3 points
  45. I've been working on one of Bernie's classmates over the last few days and decided to give her a cable knit sweater. I haven't done the sleeves yet but figured I'd post a work in progress.
    3 points
  46. After reading the latest Martin's Minutes about "Charlie Brown Books" I remembered that I modeled a Snoopy vs Red Baron a few years back using Lightwave and was curious to try the Lightwave importer with A:M. After re examining the model I decided to model him from scratch in A:M. I just get a kick out of the elegance of spline patches vs subdivision modeling it seems like you can say more with less. Here is some progress of the model so far... still working on the hands and feet and will be modeling a scarf next.
    3 points
  47. I've been updating some of my old models including this wooden desk chair. The large image is from today, the small inset image was rendered on Dec. 20, 1997. If nothing else my colour sense seems to have improved.
    3 points
  48. My brother-in-law got Covid-19'd out of his job in HR management and is considering starting up his own firm. So I made him an animated logo. Animated Logo.mp4
    3 points
  49. Was working on a man-eating type prop for a project and decided to take it a little further... rendered with some volumetric lights and radiosity.
    3 points
  50. This came out of a discussion with Simon Edmondson and David Simmons at Live Answer time...
    3 points
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