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Hash, Inc. - Animation:Master

markw

*A:M User*
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Everything posted by markw

  1. Ah, I see, thanks. Then I can only say again, that for me I can navigate freely up or down to anywhere.
  2. Hi David Well, for me on OSX 10.8.5 and with any version of A:M, I have no problems navigating to any assets that A:M might be wanting. (Though I confess I'm not sure what you mean by drilling to lower and higher levels?) Maybe this problem is more specific to 10.9.1? Have you tried a reset of A:M? Sorry I can't be of more help here. My only major issues with A:M at the moment are with rotoscopes and decals being messed up and not displaying correctly.
  3. ...Its taken about 20 hours so far, including the gallop cycle and adapting the models. Glad I went for simple though ! Ah, the number of times I've thought at the start of something "how hard can it be?" Weeks later I know!
  4. Excellent Simon, wish I had your imagination! So some feed back then. First I would concur with Rodney's suggestions on lance tip and the horses forward momentum relative to its leg motion. The horse should be covering more ground. To this I would also add that after the knight is off the horse he starts accelerating? Most clearly seen at around frame 98 where he is now in front of the horse. The knights forward speed needs to start decreasing at the point he leaves the horse, as the lance bends absorbing this forward energy. Then be given back at around frame 100, as it starts propelling the knight up and over the bar. At the point the knight starts to go over the bar around frame 105, the horse should have cleared the screen leaving us to focus on the knight.
  5. Yes, the Mac version of TextWrangler can do it. As always Robert you have produced two more excellent videos.
  6. Did you use a sideways motion on the fish's tail? It looks more like you used a vertical motion? Also have you turned 'Gravity' OFF in the dynamic constraints. That might also be adding to the up and down motion. Have a look at the Action contained in the attached Project. FishTail.prj
  7. Could you define "…grab the Cps…"? That sounds like you are selecting more than 1 CP on the spline you wish to lathe. Depending on how you selected multiple CPs you may not be allowed to then lathe the spline. For the lathe to work just click on any 1 CP on the spline, it turns green + a portion of the spline running into it. (You could click on more than 1 CP but really there's no need to) Do not try selecting a CP by dragging a bounding box over it. Yes it will turn green showing it has been selected but you will note that the portion of the spline running into it dose not turn green as it dose when just clicking on it.
  8. Hmmmmm - disappointing. Having saved the project, closed AM then reopened AM and the project - the Roto's will not display correctly - just blank white images - even after deleting and re-inserting the Roto. I had to remove the image completely from the Project, save, close AM, re-open AM then import the picture again and then re-add the roto. I imagine AM has a problem internally 'storing' the image (a jpeg). Any Mac owners know a solution (or an image format that AM can cope with?) AM 18a, iMac OSX 10.9.1. Hi David, Yes, there are I'm afraid issues with real-time graphics on Macs in v18 & v18a. Have a look at this thread: http://www.hash.com/forums/index.php?showt...st&p=392948 Have you tried switching to OpenGL instead of using OpenGL3? I've found OpenGL to be a bit more reliable or using the integrated Intel graphics chip in my Mac. Fortunately this is only a real-time issue and doesn't affect final renders.
  9. Thanks for letting us all know about this Mark Got me a copy of it today and I'm already liking it!
  10. Thanks for the confirmation there jimed, Robert. After doing some more poking and prodding of A:M it seems this is being caused by using OpenGL. When using OpenGL3 all is back to normal in Bones Mode and as it should be. A down side though to using OpenGL3 is that it really messes up the realtime display of decals in v18a, see this thread for my adventures there: http://www.hash.com/forums/index.php?showt...st&p=392948 I will report this new bug but I fear Steffen may not be able to replicate it on his Mac in order to fix it, as his system has ATI GPUs and I think its posible that this is an Nvidia GPU problem. But lets hope I'm wrong…
  11. I heard back from Steffen about this issue at the weekend. He thinks it may be related to Nvidia GPUs. His Mac has ATI GPUs and he was unable to reproduce the problem on his Mac. In order to see whats happening and fix it he would need to have a Mac with an Nvidia GPU to go bug hunting on. So in the absence of an imminent fix and you need to see your decals clearly, here are two possible work arounds. The simplest is to use an earlier version of A:M like v17 or v16 etc.. which should be more usable. Or, and this is a bit fiddley, you could try this... If you have a Mac that has an Intel GPU built into the processor, in addition to the Nvidia GPU, running A:M on the Intel GPU cures the decal display problem. To see if your Mac has one, on your Mac go to: About This Mac > More Info… > System Report > Graphics/Displays. There you will see what GPUs you have. In order to use just the Intel GPU with A:M you must have no other secondary displays connected to your Mac and you will need to instal a third party app called 'gfxCardStatus' which you can find here: http://gfx.io/ Once gfxCardStatus is running, clicking on it's Menu Bar icon gives a drop down menu, where you should choose 'Integrated Only' this will force the system to use the Intel GPU. Now launch A:M and the Intel chip will be doing all the real-time display work. The big downside for me with this is that I have to work with just the laptop's screen. But it dose work.
  12. So I suspect this is another Mac only bug but has any one else found that in v18 & v18a in Bones Mode that none of the bones are coloured? Also a strange inverted representation of the model's bones, composed of circles? Before I file a bug report I thought I would see if others have had problems too. Here's some screen shots of what I consistently see in v18.
  13. Another "tour de force" Nancy! Love it
  14. Hi TommyDAQ2 First make sure you have 'Show Decals' turned On. The shortcut key for toggling this ON/OFF on Macs is cmdD. To animate their visibility in a Choriography you will need to go to; Tools > Options > Global. And checkmark; 'Show advanced properties' and for good measure 'Show property triangle' Now in the Chor you are working with and you will be able to set keys for a decals visibility.
  15. Thank you all! @Simon, What can I say Simon, your just a bad influence on me!!! @Nancy, Yes it's the first time out with Screen Space Ambient Occlusion for me too! The AO effect is quite subtle I agree and I possibly could have pushed it a bit more? I used it for two reasons, 1, plain curiosity and I wanted to play with it! 2, because as there are multiple light sources in the scene, at the end when he is lying on the floor, his left arm/hand had no clear shadow and looked a bit "floaty", like it wasn't really lying on the ground. But I did note using SSAO that the stronger the AO effect the darker overall went the scene and I had to up the Key Light's intensity to compensate, so a bit of a balancing act going on there. One very useful feature of the SSAO that I liked was that you can just render out the AO effect on its own. I'm looking forward to seeing what entry to the games you come up with too!
  16. OK then, here it is and the opening event is, the Weight Lift! Weight_Lift.mp4 Heavy_Lift.zip
  17. Well I have something short and ready to post, but first, to recap and clarify; Do people post finished stuff here in this discussion thread or will there be a separate section for entries? And we have to include the project file (an embedded .prj I assume) as well as the finished animation?
  18. This all sounds great Simon! With a bit of reworking, I think I too might have something to enter for these games quite soon. In the mean time, how about a publicity banner; Open_Games.tga
  19. Sadly still no Mac version as yet Rodney. I also see that their "Roadmap" statement about it going multi platform, still says what it said 2 years ago! Maybe one day...
  20. Good idea Nancy. I've just been trying things now. Using OpenGL3 it always screws up! Using OpenGL things are more often displayed correctly but not always. I also tried OpenGL and various combinations of options from the OpenGL settings window but saw no discernible differences. To be honest I have know idea what any of the OpenGL options are supposed to do or why I should want them! Time for a bug report for I think!
  21. Hi all, Is anyone else having issues with decals in v18a? In real-time they don't display properly on the screen but do render out correctly. Each time a model is loaded the misrepresented decals change. Here are some shots for your amusement. The images that get mixed into the decals can be from anywhere I have found; bits from my email window, bits of web browser window, Finder windows, or just random noise, anything really. I've tried all the usual resets and reinstall of v18a, but it persists.
  22. I see its all got sorted out now! The heads looking good Heiner. Didn't occur to me that 'Advanced Properties' being off would be a factor I've posted a bug report about Average Normals and what should be visible and when.
  23. Hi again, No you shouldn't need to switch on any shaders as well. But looking at your screenshot I do see, or rather don't see, the option to actually turn on 'Average Normals' Here's a shot of a typical 'Surface' properties panel I get in v18. You shouldn't need to do the following in v18 but have you tried the old v17 trick of turning On and then Off again 'Render As Lines'. Dose that give you the option to turn it on? It could be that you have inadvertently found a v18 bug here!
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