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Posts posted by nemyax
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pixelplucker
It looks like what you want is for A:M to go on Steam.
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Perhaps using your suggested approach of 32bit bitmask multiple bitmasks could allow for reference to a sequence of bitmasks... each containing 32bits.
I think I'll go with binary trees of pointers to item as the representation of groups. That doesn't impose silly limits and should make querying and merging reasonably fast.
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robcat2075
I may be working on a little modeller of my own. Slapping on a 32-bit bitmask for group membership tracking is the easiest thing to do, but from the answers here it looks like such a limit is artificial.
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robcat2075
Would you say 32 non-material groups was plenty? Or would that be too tight a limit?
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How many CP groups do you guys usually have in your models? What's the most groups you've had? How many of your groups are solely for material assignment?
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I know that you tend to animate on 4s so... that might might equate to 1, 5, 9, 13, etc.... just like traditional animators!
That would simply mean animating at 6 FPS, right?
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This boils down to deciding where you should composite and where you should re-render. But that's your own call anyway, not the renderer's.
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Is there a way to bring these transform files back into A:M?
Not at this time. But come to think of it, there's no point. If you want to share animation data with A:M users, you can share your original project or actions from it.
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detbear
Good to know the thing's working for you.
I think we should switch to PM for Blender discussions.
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On a more complex animation, things don't seem to transfer.
Can you give me the project so I can test it?
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detbear
Try again: https://sourceforge.net/projects/blenderbitsbobs/files/io_scene_am_import-0.2.20170410.zip/download
If it still fails for you, get the .py file straight from the repo: https://sourceforge.net/p/blenderbitsbobs/code/ci/master/tree/io_scene_am_import.py?format=raw
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detbear
I've just tried it, and it unpacks fine. Mind that you don't have to unpack it to install it in Blender.
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Prior art: A:M's "ticks".
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Will it take off?
Doesn't matter. The "cryptocurrency" buzzword made their stock price jump immediately, and that was probably the point.
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RE:
Using Polygon geometry to derive splines is probably a mis-step.and
You'd probably still need to give it an OBJ as the starting point
I"m not sure I follow you as those two statements would seem to cancel themselves out.
You need a representation of the surface you want to approximate, and OBJ is as good a representation as any.
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I'm guessing you mean retopology of dense arbitrary-topology geometry, not something as simple as converting poly edges to splines. There are multiple methods that solve the generic problem of retopology, only they produce polygonal output. It's just that nobody has cared enough about spline patches to adapt the techniques to them.
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This problem is purely deterministic and can be reliably solved algorithmically. I don't think you'd gain much by training a NN to solve it. I rather think you'd only lose in this particular case.Could a Neural network learn to convert polygon models to splines if it was given enough examples?
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What a royal screw-up.
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If A:M had some easy patch filling and subtraction
Spline patches are a very finicky geometry type, and it's hard to program these kinds of features into them. It goes a lot easier with polygons.
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the UV info is being converted from a normal UV map into the per-patch Hash-mapping during the 'bake' process
Does it really do that?
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This project is GPL-licensed, meaning very definitely not public domain. So it's just another open-source RenderMan, of which there have been a few (BMRT, Aqsis, Pixie and others). They are all dead, but none as long dead as this one.
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it needs to be a FBX file
Blender can import MDLs and export FBXes. I'm not sure those particular FBXes are fully compatible with Unity though.
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robcat2075
The flute soundbite at the end—do you by any chance happen to know where it's from?
I guess Disney's "The Great Mouse Detective" was the first feature to use a CG assist, for some mechanical animation.Yes, the tower clock sequence always struck me as 3D-rendered, but their shading was all over the place. You can see the paint shifting patterns in motion.
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delete
GPU Slave?
in Open Forum
Posted
Not necessarily. It's faster that way but it isn't a hard requirement with modern shading languages.