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Everything posted by markw
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You can fined the volume of an object by right clicking in the modelling window and go to Plugins > Wizards > Calculate Volume.
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Add that as a "note" to the AMReport. I think it's the Hooks that are getting messed up. Done. Note added.
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Thought I might just add that it's not just using C/F/A which messes with some of the CP bias settings in A:Mv16. As you see copying, pasting then flipping the whole model will also do it but only when flipping on the X axis it seems.
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I had the same thought. Sadly no luck there for me, it seems it was broke in 15j+ on Macs as well. Still, on the positive side, TGAs will render quicker than hair!
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Thanks for the confirmation everyone. TGA images and patches it is then for the foliage until there's a fix.
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HomeSlice's tut can be found here; TreeZ Tut. There's also an example project in there that he's done and his models do have the extra groups generated by the plug-in.
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Thought I might try a bit of tree planting this weekend, using the TreeZ plug-in and HomeSlice's excellent PDF tut for reference. Also thought I would try for some hair leaves as well. However the plug-in seems to fail to generate the additional groups/levels in the model after running needed for the hair leaves. On starting, the plug-in tells you how many levels its going to make but once its run, it soon becomes evident that it never actually bothered to make them. So my question is; is this a new problem with TreeZ in AMv16a or a problem with TreeZ & Macs or a combination of the two maybe? Has anyone else noted this? I'm on a Mac running 10.6.8 with A:M v16a.
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Try this. If you have CPs in a symmetrical model that have lost contact with their mirrored counterparts in "Mirror Mode" after "Copy/FlipAttach", you can reconnect them as follows; First turn Mirror Mode OFF. Then left click the troublesome CP to select it. Now right click on the selected CP and a contextual menu will appear. From it select "Snap to Mirrored point(s)". Turn "Mirror Mode back on and they should be reconnected now.
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Have no real insights to give on this issue but thought I would let you know "Translate" doesn't work right for lights on Macs either. This is how they look with Translate selected. There's never a "Z" axis. Also selecting World Space makes no difference to them. Left photo, all new lights. Right photo, default rim
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Sorry have to confess I've not actually used NetRender, as of yet. I've just been using MultipleMaster as its quick to get going. But I've looked at NetRender and mine also is only licensed for 4 slaves which is normal. As is I think different and/or multiple IP addresses at times. On mine, these change depending on what my computer is connected to at the time. If its connected to the internet via Airport or Ethernet or both together, then as expected I get 192.168. IP numbers if not connected to the internet then it starts 127. etc. I don't have other user accounts on the computer nor am I on a network or have a Windows patron on my system, but I'm wondering if these too wouldn't generate additional IP addresses maybe. I don't know how NetRender uses these IP addresses but I think this is normal behaviour for NetRender.
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I have the strangest problem with Steffen's scripts: They will NOT run on my machine if I double click on it. Both the multiple master as well as net render just will not work - as is. BUT, if I open the script in the AppleScript Editor and click RUN the button, they work. Or if I re-name it and save it as an application it then works. Go figure? BTFOOM If you have six instances running at the same time, do you have six different projects open also? Yes you can have different projects open with MultipleMaster at the same time or alternatively you could work on different copies of the same project. I had 2 projects rendering whilst modelling in a third but I don't see why you couldn't have 6 different projects open. As for your problem with launching MultipleMaster I can't see why it shouldn't run as is on your system as we're both running 10.6 ? I don't know, but perhaps your copy of MultipleMaster has got corrupted somehow? In the attached zip is a copy of mine which works just fine on my machine, so maybe try it on yours. MultipleMaster.zip
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Yes you can have more than one instance of A:M open on a Mac without a lot of messing about. Steffen has put a neat little AppleScript Application in the v16 folder. (see screenshot) If you double click on it, it will launch A:M and then 30 seconds later will launch a second instance. The great thing is you can keep doing this. I have 6 instances of A:M running at the moment
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Thanks Fuchar that worked! So here it is again for the benefit of any other users. This is how it should go and the dialog windows you should see when doing it. Sinfo_Screen_Recording_2.mp4
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Hi there Robcat. Thought I would try this out as well. I've downloaded your zip file and tried the steps you suggest but I'm afraid it's not working for me. It all works up to dragging the image sequence into the camera view. AM won't let me nor let me drop it onto the new CHOR in the PWS. I'm using AMv16 on a Mac so if Bubba or anyone ells out there on a Mac could try it. It would be interesting to see if its just me doing it wrong. Here's a screen-capture of me trying it. SinfoTest_Screen_Recording.mov
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Ah, I had noticed this with KeyKat's eyes as well. Then by chance the other day, whilst poking around inside the Extras DVD, came across this tutorial for making similar looking eyes. Extras DVD > Tutorials > Bootcamp > EyeTut.html Though I'v not had a chance to try it myself yet, it dose look like the way KeyKat's eyes are made. Hope it helps.
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Would there be interest in a Bouncing Ball Bootcamp?
markw replied to robcat2075's topic in Showcase
I would be interested too. -
Here are two screen shots of the paths to the Pigeon models on my system. I copied the contents of both, CD and DVD, to my hard drive. Apart from the addition of the folder "AM Data 1" in the Extras CD screen shot, everything is as it came off the CD. Clicking on the Index HTML file in there would also lead you to the Pigeons. Hope this extra info helps.
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There are two pigeons on the both the Extras CD and the Extras DVD. I think they might be the same ones.
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Go to Render Options, select Shaded for Quality and then "Show backfacing polys" will appear as an option. Thanks for the replies guys. I've turned it off now. I maybe should have said I'm on a Mac using A:M 15j+. I mention this because under "Render Options" there is no option labeled "Shaded" (See attached screen shots). So I just went through double clicking on all the options. It turns out the prize was behind the "Real-Time" KeeKat! Hope this helps others who might go looking for this particular Off switch.
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Just found this thread and I like HomeSlice's idea to have "show back facing ploys/normals" turned to off when modeling but where do you find this option? I'v looked in Tools/Customise and then had a look in the TechRef manual but I'm still non the wiser.
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Thanks Robcat and KenH for the speedy replies and help! Yet again this forum has proved an invaluable resource (and comes free with the software!) I will study what you have done and hopefully learn! Happy Christmas to you both.
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Seasons Greetings to one and all! I'm hoping that someone here will be able to help me with transitions, going from one action into another. I've read what I could find on the forum but still not getting it to work. I've uploaded a project with this post, (I hope!) so if anybody feels they have time, so close to Christmas and all, they can have a look and see where I've gone wrong! The problem area is near the beginning, going from a walk cycle to standing and reaching for the door handle. Without blending there's a noticeable jump, which looks even worse when rendered. However with blending, Shaggy turns around in a little circle during the blending process. Any help will be much appreciated. Action_Transition.zip
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Hi Jason, I'v just installed the latest Mac fix and sadly, at least on my computer, the text problem is still there.