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Cybrknight

*A:M User*
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Posts posted by Cybrknight

  1. here´s a thread on the mac-issue, this will clear things up for you i guess...

     

    mac / mavericks issue

     

    since v18 the open/save dialogue can be cancelled with cmd-Q, before you had to hide a:m and then go back to it, to make the dialogue box active again.

    sometimes you have to try to get the dialogue box working several times, before it actually does. this is quite annoying, but apparently there is no easy fix for that.

    i think the reason might be stated in the thread above.

     

    a:m always worked full screen and hid the dock, that´s just something you´ll have to get used to. but the dock is still available, just move your mouse to the very bottom (or right, or left, depending on where your dock is), and it´ll show up ;)

     

    I just saw some of your videos... I love your work.

     

    Hi Cybrknight and a Happy New Year!

    Ah, the interface I know what you mean, perhaps not the sexyist looking one out there for CG but it dose have, for me at any rate one big plus, and thats that it still looks the same!

    One of my personal dislikes of some other software is the frequent need to relearn the interface after an update. One of A:M's strengths is that if you go away from it for a long time and the come back, the interface is just the same and you can get back up to speed again real quick.

     

    As for the Dock, well you do get used to it. And it still there, just drop your cursor to the edge of the screen where it was and it pops right back up.

     

    As for the big bug, there is a standard workaround for it which soon becomes second nature when events present themselves.

    You may not have looked at the 'Read Me' when installing A:M, most people don't ;o)

    So just in case heres what it has to say. (the bug work-around is in the second half)

    For me option 1 of the work-arounds works 9 times out of 10 and I only need to resort to number 2 very infrequenttly.

     

    "This is an Animation:Master (Intel Binary) installer for MacOS X. This version will ONLY run in MacOS 10.6 or greater.

    You must have admin privileges to successfully install A:M.

    If You are running A:M on MacOS10.7 (Lion), please remove the plugin Simbiont2.atx from

    /Applications/Animation Master v17.0/Textures/ , this plugin is not compatible with OSX 10.7

    and You will get otherwise at each A:M start a error message .

    No icon will be created in the dock, you will need to launch A:M from the desktop, or from the folder you installed it to.

    (the default location is Applications/Animation Master v17.0)

    once it's running, you can control click on the master icon in the dock, and choose "keep in dock".

    If you don't like the alias on the desktop, feel free to delete it.

    Some versions of OSX may make Animation:Master appear to freeze while you are

    browsing for files to import or save. We are working to find the cause of

    this, in the meantime there is an easy work-around:

    1)If it's an "open" or "save as..." window (i.e. one window),

    Use the dock or command-tab to select another app and then go back to A:M.,

    or hide A:M and go to another app and then back.

    2)If it's a case where you have two windows (like "save as" from the render panel)

    go to the application menu and select "Hide Animation Master" from there.

    Then go back to A:M."

     

    Thanks, but I think I am going Windows with Hash.

  2. I wonder how many people use the Mac version of A:M? A:M is turning out to be the best animation package I have ever used, but the interface is in desperate need of an update.

     

    First, I can't get the Mac version to work in a window; it just goes full-screen and hides the dock. This is a no-no in Mac Interface design. Second, I would prefer a darker GUI, and more eye pleasing icons. Third there is a big bug in the Mac Version.

     

    After the first time you use the Open/Save dialog, it becomes unusable. It just won't let you choose another folder or do anything else with the mouse.

     

    Clearly this is a great program, and probably very few people use the Mac version, so no big deal. Also, this is a new version and I suspect the team is working on a fix for the open/save dialog. I will probably just switch my version over to the PC version later in the year.

     

    Cheers,

    Steve

     

    That is a known bug with a workaround... something like CMD + Q or CMD + C if I am not wrong.

    Anyway: Since Apple has changed much with the Maverik-Update, it is a little bit unknown what will happen in the future. If they leave many libraries behind (like they did with Maverick) it may become very hard to get A:M to work on the Mac any longer on OS 11.0 and above.

     

    The Windows-version is however working much better.

     

    See you

    *Fuchur*

     

    I just got a 1/yr subscription to A:M for Mac. I hope I will be allow to run it on windows instead.

     

    Yes you will be. Ask Jason (support[-a-t-]hash[-d-o-t-]com) if A:M will stop working (it is not said till now that it will happen), but again: Maverick has just recently been released, so you may have a year of the mac version too.

     

    See you

    *Fuchur*

     

    So I can just ask to change to over to PC version now? Is there a way to deactivate it from my Mac?

  3. I wonder how many people use the Mac version of A:M? A:M is turning out to be the best animation package I have ever used, but the interface is in desperate need of an update.

     

    First, I can't get the Mac version to work in a window; it just goes full-screen and hides the dock. This is a no-no in Mac Interface design. Second, I would prefer a darker GUI, and more eye pleasing icons. Third there is a big bug in the Mac Version.

     

    After the first time you use the Open/Save dialog, it becomes unusable. It just won't let you choose another folder or do anything else with the mouse.

     

    Clearly this is a great program, and probably very few people use the Mac version, so no big deal. Also, this is a new version and I suspect the team is working on a fix for the open/save dialog. I will probably just switch my version over to the PC version later in the year.

     

    Cheers,

    Steve

     

    That is a known bug with a workaround... something like CMD + Q or CMD + C if I am not wrong.

    Anyway: Since Apple has changed much with the Maverik-Update, it is a little bit unknown what will happen in the future. If they leave many libraries behind (like they did with Maverick) it may become very hard to get A:M to work on the Mac any longer on OS 11.0 and above.

     

    The Windows-version is however working much better.

     

    See you

    *Fuchur*

     

    I just got a 1/yr subscription to A:M for Mac. I hope I will be allow to run it on windows instead.

  4. I wonder how many people use the Mac version of A:M? A:M is turning out to be the best animation package I have ever used, but the interface is in desperate need of an update.

     

    First, I can't get the Mac version to work in a window; it just goes full-screen and hides the dock. This is a no-no in Mac Interface design. Second, I would prefer a darker GUI, and more eye pleasing icons. Third there is a big bug in the Mac Version.

     

    After the first time you use the Open/Save dialog, it becomes unusable. It just won't let you choose another folder or do anything else with the mouse.

     

    Clearly this is a great program, and probably very few people use the Mac version, so no big deal. Also, this is a new version and I suspect the team is working on a fix for the open/save dialog. I will probably just switch my version over to the PC version later in the year.

     

    Cheers,

    Steve

  5. I was impressed to find some basic primitives like spheres and cubes. What I was surprised to find out was the cube objects had rounded corners. That isn't something your average modeler expects when initially creating a cube.

     

    I was wondering what the philosophy surrounding this is, so I could better understand the mind of a A:Mer.

     

    Thanks,

    Steve

     

    You can get sharp cubes too using the primitiv wizard. (RMB > plugins > wizards > primitiv).

    Since A:M is not really a boxmodeller but a spline/patchbased one. Like that primitives are not that important.

    The idea behind round edges is that these are harder to create and like this are more needed.

     

    See u

    *Fuchur*

     

    Thanks.

  6. I was impressed to find some basic primitives like spheres and cubes. What I was surprised to find out was the cube objects had rounded corners. That isn't something your average modeler expects when initially creating a cube.

     

    I was wondering what the philosophy surrounding this is, so I could better understand the mind of a A:Mer.

     

    Thanks,

    Steve

  7. I couldn't find any material on rendering or lighting so far.

     

    One of the reasons we don't see a lot of A:M specific information for lighting is that lighting and rendering concepts largely apply across the board.

    If for instance you know how to light a scene in the real world it's easier to adapt those approaches to the digital world.

    Concepts of lighting in other software can be adapted as well.

     

    As there is an internet full of information available on rendering and lighting those areas tend to be set aside in favor of those areas that are not the same accross platforms and software; primary spline technology and how that can be best put to use. While there are endless resources in the lighting and rendering arena, the go to book on lighting and rendering is still Jeremy Brin's 'Digital Lighting and Rendering'. Keep an eye out for it and you can find some copies on the cheap, especially the earlier editions.

     

    Jeremy has some short and sweet articles on lighting and rendering that are must reads:

     

    http://www.peachpit.com/articles/article.aspx?p=2165641

     

     

    Here are most of the articles your find via that link:

     

    Top Ten Tips for More Convincing Lighting and Rendering *Hot off the presses! (13 Dec 2013)

     

    Lighting Environments and Architecture in Animation (26 Nov 2013)

     

    How to Create Realistic 3D Shadows (18 Aug 2006)

     

    Lighting Your Imagery (Aug 2001)

     

    These articles are short... which makes them even more useful. :)

     

    Note that this last one has a tip that transformed my understanding of lighting and rendering and that is to... 'Start in Darkness'.

    While it may be useful to setup and test with default lighting in any given program you really want to get rid of the defaults and create your own for your final rendering.

    Having said that, A:M does provide a nice starting place with a three light setup.

    My advise however would be when going for the final image delete those default lights and start in darkness. Then start to consider where the 'real' light and heat and emotion is coming from in your scene's specific environment.

     

    Another tip worth noting when adjusting lights is, "When you begin adjusting a light, the first step is to solo the light."

    Turn off all the lights except the one you are adjusting and see how it is effecting your scene. In some cases you may find the light you are adjusting isn't contributing as you thought and in some cases can even be deleted.

     

    A third tip which I don't recall seeing from Jeremy Brin is to consider shading all models in neutral grey while testing to avoid having the surfaces of objects trick you into thinking you are seeing effects from the lighting when it is the effect of the surface (often not yet optimized for rendering) instead.

     

    Thanks, I just bought the third edition.

     

    What I was talking about though was lighting and rendering specifics.

     

    For example:

     

    does A:M support radiosity? Iif so how do I enable it. Where do I find all the rendering options? Etc, etc, etc.

     

    As always, you seem to have an answer for everything. You must have decades of experience.

     

     

     

     

    Welcome to the family Cybrknight!

    If you want a specific tutorial on lighting in A:M then HolmeSlice has a basic introduction to lighting amongst his other excellent tutorials here: http://www.hash.com/forums/index.php?showforum=207 (Direct Link)

    Also as mentioned by Rodney, Jeremy Brin's book on lighting is a must have. If you do have it then forum member Robcat has made some very useful notes on translating it into A:M specific terms.

    You can find that here: http://www.hash.com/forums/index.php?showt...st&p=320978

     

    You are a genius. Thanks for your awesome pointers.

  8. Hey welcome to and A:M and the forums. I will add to Rodneys and Roberts statement that the best way to learn is to dive in and do. Come up with something you want to create (start simple!) and start splining. When you get stuck (you will, and no worries) simply chime in on the forums and ask. Most likely within hours you will have a bevy of answers, solutions, guides, and possibly a video tut to help you along your way.

     

    A:M is a great app. I've been using it for well over nine years and an still learning.

     

    Thank you.

  9. As I am reading through the manuals, I keep hearing about plugins. Eventually I would love to make some of my own.

     

    1. how do you get started in plugin development?

    2. any tutorials?

    3. is there a scripting language inside this wonderful program?

     

    Thanks,

    Stede

     

    There is no real scripting language. There have been Python and Lua experiments in the past, but it never got very far.

    You will have to use C++ and Visual Studio to get a plugin working. I recommend this only to people who already have experience with C++/MFC-programming.

     

    Steffen can tell you a bit more about that than me, but as far as I understand it, there are example plugins in the SDK for close to any plugin-type (for instance Export of 3d models, Render-Output, texture plugins, post effect-plugins, modelling helper-plugins and so on) which should help you to see how these things are done.

     

    If you are still interested, please send me a PM or email me (werbung-at-patchwork-dot-de) to receive the last SDK. (will have to check with Steffen if we can make the latest SDK available to the public right now)

     

    See you

    *Fuchur*

     

    Thanks, I know C++ well, but I am a Mac developer and user now. Clearly the plugins must work on a Mac, so I doubt they use MFC.

  10. As I am reading through the manuals, I keep hearing about plugins. Eventually I would love to make some of my own.

     

    1. how do you get started in plugin development?

    2. any tutorials?

    3. is there a scripting language inside this wonderful program?

     

    Thanks,

    Stede

  11. I was looking over the tutorial section last night, but I couldn't find any material on rendering or lighting so far. I am also reading the A:M getting started guide.

     

    They have a great tutorial on creating a procedural texture, but that is about it.

     

    Thanks again for all the resources. They seem to never stop :-)

  12. As Robert has mentioned folks do use other renderers and have since long before I started frequenting the forum.

    The usage of other renderers tends to ebb and flow depending on the popularity of the renderer and how proprietary the pipeline/workflow.

    Those who solved the major issues in the past tended to keep the pipeline quiet because of how that impacts budgets.

     

    While an external render may not be plug and play almost any renderer can be shoehorned into A:M workflow.

    If you look through the forum you'll find posts where folks have exported and rendered to just about all renderers

     

    Is there any particular renderer you are targeting?

    Knowing that will let those who have a similar interest know you have a 'need to know'.

     

    One of the most recent external pipelines that caught my attention was that of Soulcage Department who often lights and renders shots created in A:M in other software.

     

    I'm not sure if we have any Renderman experts hanging out but knowledge in that arena is always going to be useful.

    One of A:M's goals has long been to keep the render process accessible to folks who don't want or need to master volumes of technical data.

    But for those with the interest...

     

    But perhaps you don't need all that?

    If your needs are more basic, don't forget that A:M now comes standard with it's own external network renderer... Netrender.

    With Netrender, we can cue up batches of renderings on one computer or over a network.

    There are some guides and such for netrendering on the PC and Mac (or both) in the Netrender forum.

     

    I was looking into http://www.yafaray.org. I don't think A:M can do renders like this, but hey I am new.

     

    Thanks,

    Steve

  13. This isn't a Modeling Tutorial but in this short video Robert demonstrates how to Model detail without actually modeling the detail:

     

    d4uRDzDMEXE

     

     

    Rodney, I can't thank you enough man! This is going to be a great forum thanks to people like you.

     

    If you can get along with my accent, you'll find a start tutorial about some of the patch modelling principles here:

    Start- & Patch Modelling

     

    ...and some other tutorials here:

    Video-Tutorials on PW3d

     

    Just to mention it: The tutorials are in English, but since some people have had problems with my tutorials in the past: English is not my mother tongue.

    While most people seem to understand me quite well, a few seem to have had trouble with them... please let me know to which group you belong to ;).

     

    See you

    *Fuchur*

     

    The Star himself. I found you tutorials and where watching them today. I had no problem understanding you. Great tutorials. Thank you so much.

  14. Hello everyone!

     

    My name is Steve and today I purchased my copy of A:M 18. I know nothing about 3D and animation, and can't wait to learn.

     

    My first impressions of A:M are not going so well though. After starting the program, I get a nice welcome screen, with a list of tutorials. After getting through the first two, which I enjoyed, I get "videos not ready yet". This is a bummer and not very professional.

     

    Are there alternative tutorials? I don't want to jump around from specific tutorial to tutorial, I just want to learn in a structured way, or at least learn the basics of modeling in A:M.

     

    Thanks,

    Steve.

     

    Welcome to A:M! :yay:

     

     

    I'm sorry about that disappointment. I am the one who is supposed to have those done! :o

     

    My project for the new year is to get those in the can.

     

    It is safe to watch the ones that are done, however.

     

    For an introduction to modeling there are several good modeling ones in "The Art of Animation:Master" which you can get in pdf form for free. Those are classics that have been getting people started for years.

     

    In addition, I did an experimental long-form, very basic preliminary intro to modeling basics which I can't find at the moment, perhaps Rodney can find it?. (New TAoA:M)

     

    I also recommend the new-user tuts that are pinned in "Tutorials and Demonstrations"

     

    Thank you for your help, and your two tutorials where just great!

     

    Thanks again,

    Steve.

  15. Hello everyone!

     

    My name is Steve and today I purchased my copy of A:M 18. I know nothing about 3D and animation, and can't wait to learn.

     

    My first impressions of A:M are not going so well though. After starting the program, I get a nice welcome screen, with a list of tutorials. After getting through the first two, which I enjoyed, I get "videos not ready yet". This is a bummer and not very professional.

     

    Are there alternative tutorials? I don't want to jump around from specific tutorial to tutorial, I just want to learn in a structured way, or at least learn the basics of modeling in A:M.

     

    Thanks,

    Steve.

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