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Meowx

Craftsman/Mentor
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Everything posted by Meowx

  1. ah ha, that's where it's hiding! good to know!
  2. Had tried that, and unfortunately it looks like the reset doesn't affect window position.
  3. Alt (option) 1 doesn't seem to do anything; I'm guessing that's the Windows equivalent of command-1. In the "View" menu, "Project Workspace" can be checked or unchecked and either way there's nothing there. (I've even tried quickly spamming command-1 on and off to see if I can see the flicker of a corner of a window somewhere.... nothing!) edit: Alright, tried one last thing... and it worked! I had been trying to change the resolution with A:M open, and it didn't do anything useful as the UI seems to still maintain the same size of the original resolution (parts of it bleed onto the second monitor). However, when I changed to 800x600 with A:M closed and then opened it, I got the Workspace back! Whew! After closing and re-opening A:M, it seems that the Workspace moves around on its own if it's not docked to anything. And if you don't move it back every time, eventually it winds up off-screen. Dunno if this has been fixed in a more recent version. Thanks for your help tho!
  4. Heya! Cracked open A:M (v17 Mac) for the first time in ages, and it seemed like something was missing. Sure enough, it's the Project Workspace! I think it must be off-screen somewhere, but I'm having absolutely zero luck getting it to show up. Tried all the usual tricks (changing resolution etc). I've poked around in the prefs and even done a complete factory reset (which unfortunately does not seem to affect window position). When I open a model or a project, all the other windows are here... but the Workspace is completely absent. Hitting control-1 (hide/show) produces nothing. Any suggestions? Is there a way to reset window positions (reseting form the Help menu, the Customize... menu option and deleting MasterPrefs.ini all don't reset them)?
  5. In answer to your question, no, I don't think there's an automated way to create what you're trying, sorry. I could be wrong, though, many of the users here have far more wizard/plugin knowledge than I.
  6. His commencement speech for Stanford is a good watch, as well.
  7. Fantastic default chor setup, thanks a ton! I had no idea you could change it. I went ahead and tweaked a few things, here's my version: 1) Got rid of extra characters. 2) Got rid of dialog boxes. 3) Set SimCloth default tolerance to 0.3 (something I've always wanted in my default chor!). 4) Got rid of 'kicker' folder. Default_Chor.cho Thanks again!!
  8. Great vids for fan bone basics; that's something I've never really played around with! Learn something new every day!
  9. Looks like that was just the "drivers" that got embedded in the file; those lines go away when I delete them (but still won't simulate in v16). How DO drivers end up in a model, btw? Is there a way to make that not happen?
  10. I found this in the file: <ACTIONCONTAINER> <CHORACTION> <OBJECTSHORTCUT> MatchName=Groups <OBJECTSHORTCUT> MatchName=DeflectorBody <OBJECTSHORTCUT> MatchName=Shortcut to Deflector <OBJECTSHORTCUT> MatchName=SimCloth <CONSTDRIVER> MatchName=Subdivisions <TYPE> Subdivisions Value=4 </TYPE> </CONSTDRIVER> </OBJECTSHORTCUT> </OBJECTSHORTCUT> </OBJECTSHORTCUT> <OBJECTSHORTCUT> MatchName=DeflectorBody <OBJECTSHORTCUT> MatchName=Shortcut to Deflector <OBJECTSHORTCUT> MatchName=SimCloth <CONSTDRIVER> MatchName=Subdivisions <TYPE> Subdivisions Value=4 </TYPE> </CONSTDRIVER> </OBJECTSHORTCUT> </OBJECTSHORTCUT> </OBJECTSHORTCUT> <OBJECTSHORTCUT> MatchName=DeflectorBody <OBJECTSHORTCUT> MatchName=Shortcut to Deflector <OBJECTSHORTCUT> MatchName=SimCloth <CONSTDRIVER> MatchName=Subdivisions <TYPE> Subdivisions Value=4 </TYPE> </CONSTDRIVER> </OBJECTSHORTCUT> </OBJECTSHORTCUT> </OBJECTSHORTCUT> <OBJECTSHORTCUT> MatchName=DeflectorBody <OBJECTSHORTCUT> MatchName=Shortcut to Deflector <OBJECTSHORTCUT> MatchName=SimCloth <CONSTDRIVER> MatchName=Subdivisions <TYPE> Subdivisions Value=4 </TYPE> </CONSTDRIVER> </OBJECTSHORTCUT> </OBJECTSHORTCUT> </OBJECTSHORTCUT> <OBJECTSHORTCUT> MatchName=DeflectorBody <OBJECTSHORTCUT> MatchName=Shortcut to Deflector <OBJECTSHORTCUT> MatchName=SimCloth <CONSTDRIVER> MatchName=Subdivisions <TYPE> Subdivisions Value=4 </TYPE> </CONSTDRIVER> </OBJECTSHORTCUT> </OBJECTSHORTCUT> </OBJECTSHORTCUT> <OBJECTSHORTCUT> MatchName=DeflectorBody <OBJECTSHORTCUT> MatchName=Shortcut to Deflector <OBJECTSHORTCUT> MatchName=SimCloth <CONSTDRIVER> MatchName=Subdivisions <TYPE> Subdivisions Value=4 </TYPE> </CONSTDRIVER> </OBJECTSHORTCUT> </OBJECTSHORTCUT> </OBJECTSHORTCUT> <OBJECTSHORTCUT> MatchName=DeflectorBody <OBJECTSHORTCUT> MatchName=Shortcut to Deflector <OBJECTSHORTCUT> MatchName=SimCloth <CONSTDRIVER> MatchName=Subdivisions <TYPE> Subdivisions Value=4 </TYPE> </CONSTDRIVER> </OBJECTSHORTCUT> </OBJECTSHORTCUT> </OBJECTSHORTCUT> <OBJECTSHORTCUT> MatchName=DeflectorBody <OBJECTSHORTCUT> MatchName=Shortcut to Deflector <OBJECTSHORTCUT> MatchName=SimCloth <CONSTDRIVER> MatchName=Subdivisions <TYPE> Subdivisions Value=4 </TYPE> </CONSTDRIVER> </OBJECTSHORTCUT> </OBJECTSHORTCUT> </OBJECTSHORTCUT> <OBJECTSHORTCUT> MatchName=DeflectorBody <OBJECTSHORTCUT> MatchName=Shortcut to Deflector <OBJECTSHORTCUT> MatchName=SimCloth <CONSTDRIVER> MatchName=Subdivisions <TYPE> Subdivisions Value=4 </TYPE> </CONSTDRIVER> </OBJECTSHORTCUT> </OBJECTSHORTCUT> </OBJECTSHORTCUT> <OBJECTSHORTCUT> MatchName=DeflectorBody <OBJECTSHORTCUT> MatchName=Shortcut to Deflector <OBJECTSHORTCUT> MatchName=SimCloth <CONSTDRIVER> MatchName=Subdivisions <TYPE> Subdivisions Value=4 </TYPE> </CONSTDRIVER> </OBJECTSHORTCUT> </OBJECTSHORTCUT> </OBJECTSHORTCUT> <OBJECTSHORTCUT> MatchName=DeflectorBody <OBJECTSHORTCUT> MatchName=Shortcut to Deflector <OBJECTSHORTCUT> MatchName=SimCloth <CONSTDRIVER> MatchName=Subdivisions <TYPE> Subdivisions Value=4 </TYPE> </CONSTDRIVER> </OBJECTSHORTCUT> </OBJECTSHORTCUT> </OBJECTSHORTCUT> <OBJECTSHORTCUT> MatchName=DeflectorBody <OBJECTSHORTCUT> MatchName=Shortcut to Deflector <OBJECTSHORTCUT> MatchName=SimCloth <CONSTDRIVER> MatchName=Subdivisions <TYPE> Subdivisions Value=4 </TYPE> </CONSTDRIVER> </OBJECTSHORTCUT> </OBJECTSHORTCUT> </OBJECTSHORTCUT> <OBJECTSHORTCUT> MatchName=DeflectorBody <OBJECTSHORTCUT> MatchName=Shortcut to Deflector <OBJECTSHORTCUT> MatchName=SimCloth <CONSTDRIVER> MatchName=Subdivisions <TYPE> Subdivisions Value=4 </TYPE> </CONSTDRIVER> </OBJECTSHORTCUT> </OBJECTSHORTCUT> </OBJECTSHORTCUT> <OBJECTSHORTCUT> MatchName=DeflectorBody <OBJECTSHORTCUT> MatchName=Shortcut to Deflector <OBJECTSHORTCUT> MatchName=SimCloth <CONSTDRIVER> MatchName=Subdivisions <TYPE> Subdivisions Value=4 </TYPE> </CONSTDRIVER> </OBJECTSHORTCUT> </OBJECTSHORTCUT> </OBJECTSHORTCUT> <OBJECTSHORTCUT> MatchName=DeflectorBody <OBJECTSHORTCUT> MatchName=Shortcut to Deflector <OBJECTSHORTCUT> MatchName=SimCloth <CONSTDRIVER> MatchName=Subdivisions <TYPE> Subdivisions Value=4 </TYPE> </CONSTDRIVER> </OBJECTSHORTCUT> </OBJECTSHORTCUT> </OBJECTSHORTCUT> <OBJECTSHORTCUT> MatchName=DeflectorBody <OBJECTSHORTCUT> MatchName=Shortcut to Deflector <OBJECTSHORTCUT> MatchName=SimCloth <CONSTDRIVER> MatchName=Subdivisions <TYPE> Subdivisions Value=4 </TYPE> </CONSTDRIVER> </OBJECTSHORTCUT> </OBJECTSHORTCUT> </OBJECTSHORTCUT> <OBJECTSHORTCUT> MatchName=DeflectorBody <OBJECTSHORTCUT> MatchName=Shortcut to Deflector <OBJECTSHORTCUT> MatchName=SimCloth <CONSTDRIVER> MatchName=Subdivisions <TYPE> Subdivisions Value=4 </TYPE> </CONSTDRIVER> </OBJECTSHORTCUT> </OBJECTSHORTCUT> </OBJECTSHORTCUT> <OBJECTSHORTCUT> MatchName=DeflectorBody <OBJECTSHORTCUT> MatchName=Shortcut to Deflector <OBJECTSHORTCUT> MatchName=SimCloth <CONSTDRIVER> MatchName=Subdivisions <TYPE> Subdivisions Value=4 </TYPE> </CONSTDRIVER> </OBJECTSHORTCUT> </OBJECTSHORTCUT> </OBJECTSHORTCUT> <OBJECTSHORTCUT> MatchName=DeflectorBody <OBJECTSHORTCUT> MatchName=Shortcut to Deflector <OBJECTSHORTCUT> MatchName=SimCloth <CONSTDRIVER> MatchName=Subdivisions <TYPE> Subdivisions Value=4 </TYPE> </CONSTDRIVER> </OBJECTSHORTCUT> </OBJECTSHORTCUT> </OBJECTSHORTCUT> </OBJECTSHORTCUT> </CHORACTION> </ACTIONCONTAINER> Is that normal?
  11. Hmm good to know. That's pretty much standard on the Mac; I honestly can't remember the last time I've ever had an actual error dialog. Only crashes.
  12. I see you posted a dialog box with your report as well. This might sound dumb, but... is that normally what happens in Windows? Those sort of errors just make the Mac version of A:M crash, we don't really ever get error dialogs.
  13. Not exactly a "simple" case, but I stripped the texture off a couple models and embedded them in a project: clothtest.prj.zip No animation, just static models with SimCloth. Simulating this chor in v15 works just fine, but simulating it in v16.0a chokes and crashes A:M. Tested a few different things myself (deleting embedded drivers, making new cloth materials from scratch), no luck.
  14. hm, made a quick test from scratch and it simulated fine. let me test some stuff specific to the model quick.
  15. I'm having difficulty getting cloth to work - at all - in 16.0a. Simulation always creates infinite collisions, no matter how low I have the threshold set. Loading the same project in v15 makes the cloth simulate perfectly fine. Submitted an AM:Report, anyone else having this issue?
  16. Yeah, I got that far, but I couldn't find the relationship itself anywhere (to modify its value). I went ahead and just deleted the relationships from the action and re-applied them in the chor. Thanks!
  17. I've got actions that give characters base setups for weapons; drag the character into a chor, drag the action on to them and they've got weapons in hand and ready to go. However, I can't seem to figure out how to access the relationships (orient like, translate to) mid-chor. For example, if I want to have them pick up/drop something or flip a weapon around in their hand, I can't figure out how. Do I just have to set the weapons and stuff up in the chor separately every time, do I have to have tailor-made actions for each instance, or am I missing something here?
  18. Unfortunately, many fake links aren't reliant on platform. Hackers can embed cross-platform trojans and keyloggers in things like Flash "advertisements" on fake web sites. And many links may not be what they seem; the text of the link could be different than the actual link or there may be a subtle/legit sounding misspelling. Unless I'm expecting something like a registration email where you click the link after creating an account, I never click links in emails. If it's a trusted site, just go the site it claims it came from and log in manually. The email you got doesn't sound particularly dangerous, but better safe than sorry!
  19. Oh man, thank you for that. I was wracking my brain yesterday trying to remember what the name of the skeleton model was!
  20. If you have a video editor, it's simply a matter of rendering the the spin once in wireframe, then again in shaded; then fading between the two. If you don't, or just want to do it all within A:M, either of the above techniques work great.
  21. Meowx

    Copy/Flip/ACrash?

    Nothing reliable, unfortunately! I find it typically happens if I've had A:M sitting open for a while; moreso when in another program (like working on a texture in PS or what not). But yeah, the "save early, save often" mantra is well engrained in my head, lol.
  22. Not a biggie here, but I get a lot of crashes on copy/flip/attach. No more in v16 than previous versions, but no less either. Can happen on big things or things that are only a couple patches in size. Is this an issue a lot of people have? Is this AM Report worthy? Like I said, no biggie; I typically save before I CFA. Just wondering if other people fare the same. Thanks!
  23. Meowx

    pws hierarchy

    When you drag a model into another model, you're making a copy of the original model as part of a separate model. You're copying and pasting, basically. To assemble different bits that reference the source like you want, you'll want to assemble them in an action. IE, make a new action with the character, then drag the crown into that action, position it on his head, and constrain it to his head with "translate to" and "orient like" constraints.
  24. Awesome model! Definitely fun to play around with!!
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