Ganthofer
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Posts posted by Ganthofer
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I think what is causing the "crooked" appearance, is that the back corner is not straight up and down, niether is the lamp post. It leans a little to the right at the top. You might check your camera angulation. While the horizon lines of the Floor and ceiling will angle in a picture, the verticals usually do not deviate. There are cases where they do, but in this case I wouldn't expect it.
If you are going for a wood floor look, the width of the boards looks overly large IMHO. size it about the same as the picture frame, give or take a little.
Glenn
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There seems to be a bit of a visible pattern in the corner of the walls. I think it may depend on the lighting as to whether it will be visible or not.
Could be just the angle the render was done at, but the couch does look a bit narrow (back to front wise).
Looking good, tweak, tweak, tweak!
just my 2 cents
Glenn
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I have not heard of any dictionaries for other languages, but perhaps some individuals out there have added to the Dictionary.dic file.
If you have a look in the Dictionary.dic file, there are some German words in there already, of course not the words you are probably looking for.
In the mean time, you may find this useful.
Dictionary.dic - Hash Forum Thread
Glenn
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A Hasp/Dongle is a piece of hardware (usually parallel port or now days USB) that is used to prevent software piracy. In the same way that we put the A:M CD in to start Animation Master, a Hasp/Dongle is required to be attached for the software to run. I believe NetRender uses wat is refered to as a NetHasp. No real diference, except the Hasp/Dongle is physically on one machine (running a NetHasp manager) and the other machines authenticate/validate thru the network.
Glenn
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Very nice. Are you planning on expanding it to the whole body?
Paul - It looks like he's using Sorenson V3 for video compression (uncompressed PCM audio - no sound recorded as far as I can hear though).
Glenn
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Make sure you do not have Mirror Mode on. You can get really strange results, especially along the zero axis.
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many things have changed here in the Forum, but I believe it still depends on what forum you are trying to post in.
For instance: I can not upload an AVI in this message, but I can upload a MOV (quicktime). Most, but not all video clips you find here are MOV or mpeg because they are more (or seem to be more ) universally viewible. Many A:M'ers use MACs and many avi codecs seem to be problematic without extra software and added codecs.
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hey ganthofer are you good at modeling because if you are i would like to see some of your models
Sorry for not reponding sooner, been away from the forum for a while. I posted while you were posting, so I didn't see the question.
I have a large number of incomplete models, mostly experiments to learn a specific feature. So I'd have to say, I'm not really good at modeling.
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Don't know if there is a physical limit, but many large decals may become a problem in realtime review, as I believe they have to be loaded into memory. Just my observation.
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Glad to help.
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Give me a few minutes to try it (v13.0o that's the letter "o")
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What version A:M are you using? I'll give it a try and see if it's working? Haven't used the Dope sheet in a loooong time
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I'm not quite sure I understand what it is you are trying to do. Can you clarify?
Holding down the shift key when adding CP's to an existing spline preserves the current shape of the spline.
If you are creating a new spline, holding down the Shift Key doesn't do anything (as far as I know).
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As a general rule, most clothing is built into the model.
If you take a look at some of the models provided on the CD or else where, you can see this in wire frame mode in the Modeling window. You will see that beneath the mesh that makes up the clothing, there is no body surface mesh. Only the exposed areas of the body are actually modeled.
This is not to say that you can not model a complete body and add a mesh for clothing over it. the Difficulty level just increases, because now you have to either constrain the clothing to the underlying body mesh or use the Cloth Material (Cloth and Deflector) to prevent the body mesh from poking through.
The Cloth feature has changed a lot (in it implementation) over the past few years and is generally thought of as an Advanced feature.
Skin Tight spandex clothing is ussually just a Decal or texture applied directly to the Models mesh, the same as skin colouration, bump maps etc.
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I just downloaded and unzipped without errors. Don't have anything I can open the psd file with on the computer I'm currently on.
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Try this link Libraries - By Heath
If your still having problems, provide the OS you are running, what you copied to your hard drive and the folder location you copied it to.
Glenn
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My time on the Forum is sporadic at best, but the Forum has a great group of members and some one is bound to answer any specific questions you have.
Be sure to try the search feature for topics you have questions about.
Rodney's signiture has some good links to resources.
Glenn
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Very interesting characters and statues!
did you find how to extrude yet?
Glenn
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I was playing with toon setting, just out of curiousity and (Rodney) I can't set a negative Bias. Only goes down to .01 and that turns everything Black. Could be I misadjusted another setting, haven't really playedwith Toon much.
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Do you remember what version A:M you were using (2006, 2005, .....)?
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Answer to question 1:
-In the PWS under the Chor, you change the resolution of the camera. You only have control of this in a Chor window. Then the camera frame you see will show the bounds of what an actual render would give you. You can of course render from the Model or Action Window and set the resolution of the out put to File or AVI/Mov, but no in those windows them selves.
Hope this helps.
Haven't got a clue on 2.
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I remember have problems similar to this, ussually when deleting and adding a lot of slines. I don't remember if I ever found a solution that always worked, but here are some things you might try:
-close and re-open project.
-select the cp behind the offending end cp and press the Y twice to insert 2 cp's between. break the spline between the 2 new cp's.
-select all but the offending cp, copy the mesh, paste into new model.
What version A:M are you using?
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I think this is the tutorial Robcat2075 is thinking of.
http://www.hash.com/users/ed/tutorials/fpm/fpm.htm
It's by Mediaho (Ed Lynch) Blunt Force Trauma
copy/paste mirrored
in Work In Progress / Sweatbox
Posted
Are you meaning Copy/Flip/Attach when you are typing "copy/paste mirrored" ? I don't have a "copy/paste mirrored" (at least if I do, I don't know where it is).
If you are talking "snap to mirrored points", you may need to change the tolerance setting under Tools>Modeling>Mirror Mode>Group Snap Tolerance.
Glenn