-
Posts
1,792 -
Joined
-
Last visited
-
Days Won
16
Content Type
Profiles
Forums
Events
Everything posted by pixelplucker
-
I'm not talking about throwing down a path...I'm thinking more along a dope sheet approach. Now that would be a nice way to animate. If you could plop down a null of some sorts and use it as a goal seak for the character. Goals then have the script applied and a timing. Very similar how many game engines work with AI.
-
punch babies in the face - finished project
pixelplucker replied to thefreshestever's topic in Showcase
Thanks, only saw a link in the top of the forum for the old files. Got to give this a whirl. -
punch babies in the face - finished project
pixelplucker replied to thefreshestever's topic in Showcase
Is there a link for the newest Squetch Rig? Is it 64bit? -
Ahh the old shift key trick eh? Was wondering where the shag went, thought it was removed in the new versions. Shouldn't there be an option in the menu when choosing particle type? Thanks for the tip!
-
Congrats Nancy!
-
Holiday Image Contest Voting Now Live
pixelplucker replied to Jason Simonds's topic in Contests/Challenges
Maybe each entry only got one vote... It's a TIE! -
Pretty cool, looks like they wanted to store some cookie or tracking for offline purposes, I blocked that, sounded nasty but who knows, maybe she works part time for the NSA or they are looking for some cool blobby gun models for their makerbots... Program does support pressure sensitivity from tablets.
-
Ya, easier than trying to retrain the brain for new keys.
-
Did you try getting a 3rd party num pad? I use a laptop sometimes and it doesn't have a full size keyboard and missing the numpad, picked up a Targus numpad for around $25. Has nice weight to it so it doesn't slide around. Works well with my cd version of AM on the laptop. Uses a full size usb port. I did notice that the touch/scribe Wacom enabled surfaces don't turn off the touch when using the pen. This causes smudges if you rest your hand on the surface if you draw in paint programs. Until they fix that tiny but stupid oversight I'm holding off. Amazes me how Microsoft can overlook something so obvious.
-
As far as I know the bake option doesn't create images in the power of 2. If your planning on using the bake tool to cook down textures or do quick uv mapping for game export then you may need to edit the uv sets and images in an external program to make them comply with that game engines requirements. For anything else other than game export the bake tool is sweet.
-
Thanks! Very speedy, my old cad card just died over the weekend. 18 is running pretty slick on this backup card, very smooth. Nice work.
-
Usually compression will slow renders down. If hard drive space isn't all that critical, rendering out single frames uncompressed will be the quickest then merge them back in your video editing software. I would also use the netrender and close all unused programs. Other than test rendering there shouldn't be any real need to render out from AM itself. If there is just a certain point that it screams to a halt then what Robert said would id the issue.
-
For static models, objects that are just eye candy in the scene, the props work fine. I would just texture the obj's and bring them in directly. You can break a poly object up by groups externally and rig it with constraints to animate it. Works pretty good with mechanical models. Keep in mind the shapes all come in the same spot and don't have world coordinates so you have to position them. I make quite a few models in MOI 3d and render them out in AM
-
Captain Crazy Pants works out
pixelplucker replied to NancyGormezano's topic in Work In Progress / Sweatbox
Did you just walk into Staples with a camera and start taking pics or do it more like some sort of secret mission sneaking from isle to isle? Store managers tend to get a little spooked either way. I remember doing some display designs for a packaging company and they forgot to notify the store that we were coming. Manager was all set to call the cops hehe. -
Early versions of 3d Coat used to have an option to export "Quad Only". For some reason they eliminated that option on the new versions. There is an option for dense quad export of voxels but I don't think that would import nicely into AM since the files would be huge. I still have no luck with the Troer converter so what I have been doing is exporting out an stl file and tracing it off in AM. This is just a little less work than using the retopo tool in 3d coat and creating an obj. As I think Fuchur described you make your model in AM, decal it and export an obj as a reference model that you bring into 3d Coat to paint on and in AM you simply update the textures. AM decals become the used uv sets and textures within 3d Coat. I never understood how difficult it might be to be able to import and export just the uv data so long as the unit scale is the same and uv's are tagged to either cp (mdl) or vertex (poly model) based on world location x,y,z. I thought this would be the most portable way of texturing and uv mapping between AM and other programs.
-
Very conservative with content. Just my style, not too much to read. Got my site down to 1 page www.krpartners.com Need to add Paypal to it but can't figure out how.
-
Sure there isn't something else wrong? I have never seen a model file get corrupted like that in AM. I have trashed many files quite well on my own. Testing various software I have seen where the undo's may not be in order or a step is not undo'able but haven't seen that in this software. Complex stuff I really like the incremental save.
-
Is the alpha channel on in buffers?
-
punch babies in the face - finished project
pixelplucker replied to thefreshestever's topic in Showcase
I could watch that all day.. need to make it a mini series -
I'm using 17g here 64 bit on win 7 with 64 bit and all opengl. I am using an Nvidia Quadro card and AM runs fine. Not sure how well Intel video handles opengl with AM, Intel video tend to work better with direct x but that may not be the case with the newer ones out. If your using an Ati or Nvidia, wouldn't hurt to get the latest drivers for it.
-
A:M Crashing on Mac at Launch (Solved)
pixelplucker replied to TommyDAQ2's topic in Animation:Master
NVRAM like the old PRAM reset? If so maybe there was a corrupt preference possibly from the font program that messed AM up and resetting that fixed it? -
A:M Crashing on Mac at Launch (Solved)
pixelplucker replied to TommyDAQ2's topic in Animation:Master
If both are not working now perhaps its a bad video driver? Maybe download the newest driver for your system and give that a shot if the hard drive comes back ok. -
A:M Crashing on Mac at Launch (Solved)
pixelplucker replied to TommyDAQ2's topic in Animation:Master
If it was a soft ware issue specifically with AM and you did a clean install of the program then that should have resolved the problem. Maybe uninstalling that font program as well and clean install of AM without the font program to test? If by chance that doesn't fix it, there may be a hardware problem. Macs used to use static memory pool and at one time I was using Electric Image and it would crash just at one spot at render time and it turned out to be a bad memory stick. Drove me crazy! I don't know if the os version your using is static or dynamic. Dynamic memory pool allows programs to pick different spots of memory to work with and not always at the same spot. Another thing to do is check the hard drive for bad sectors. A bad spot on your hard drive can also cause headaches I believe the built in disk repair should be able to find and fix unless the drive is really starting to fail. -
A:M Crashing on Mac at Launch (Solved)
pixelplucker replied to TommyDAQ2's topic in Animation:Master
Does the Mac have static or dynamic memory pool (bad memory chip will kill some programs at a given spot with static memory pool)? Do any other programs quit like that? Anything new you might have installed prior to it stopping to work, maybe an antivirus update or some sort of utility that is running in the background? -
One of the main reasons I stopped using Apples is because of the lack of legacy between os upgrades and the hop scotching of chipsets that pose additional compatibility issues. Good news thought is I ended up going over to AM from Electric Image because EI at the time wasn't as slick on the pc side as it was on the mac.