sprockets The Snowman is coming! Realistic head model by Dan Skelton Vintage character and mo-cap animation by Joe Williamsen Character animation exercise by Steve Shelton an Animated Puppet Parody by Mark R. Largent Sprite Explosion Effect with PRJ included from johnL3D New Radiosity render of 2004 animation with PRJ. Will Sutton's TAR knocks some heads!
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Hash, Inc. - Animation:Master

nemyax

*A:M User*
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Everything posted by nemyax

  1. Well, you can't "buy up" Blender, so that one's safe. And there's also Modo, which is going quite strong. If rumours are to be believed, Autodesk has only about 3000 current paid-for licences for Maya and about 2500 for Max. Their media and entertainment business seems to be ailing lately, what with all the greed and mismanagement.
  2. Yes, precisely. Circularize is both very useful and easy to implement.
  3. Why does that happen? Does the A:M importer assign CPs differently every time? And how does the renumber command help? Have you tried importing the same OBJ twice and comparing the CP numbers?
  4. We'd have to look at the spline walking code to determine if that is the case. But it's very unlikely that the order matters for efficiency. A pointer to a CP object is just that, regardless of the CP object's index attribute. The "Renumber CPs" operation eliminates the gaps in CP numbering, so that if your object doesn't have CP #4 but its highest is #65536, then the operation assigns a contiguous range where you do have #4 but don't have #65536 any more. That's all the optimization you get out of it. But anyway, you'd never exceed the 4 billion upper limit for the CP numbers, so the renumbering operation is probably purely for cosmetic effect.
  5. If all you want is to create a master model, any CP order is as good as any other. There's no reason to renumber them for that.
  6. I can't think of a practical use for CP reindexing. Maybe Malo can.
  7. Neither is hard. Both are very basic vector math as far as finding the direction goes. I'm not so sure about the subsequent (common) steps that involve surface evaluation.
  8. Then you'd need a master patch for each contiguous surface. You'd be likely to have a similar issue with an emitter.
  9. Four fingers, one thumb, any of those in the form of a stub if necessary =)
  10. I'd vote for four. At least originally four.
  11. Shouldn't normal consistency be based on a "master" patch instead of a point in space? That works every time unless you have a Möbius strip topology.
  12. The download page urges you to agree to the Terms of Use before you continue. Those are only in Japanese. Nice one. Blender's own Campbell Barton is already busy porting the stuff to Linux: https://github.com/ideasman42/opentoonz
  13. Looking at the import result in Blender—ouch!
  14. You can also manage without any groups at all. A UV patch doesn't care what other UV patches share its CPs, so you can group the patches in the UV editor. As long as your decal has two distinct areas, you can arrange them in a checkerboard pattern.
  15. Apparently there's a free ZBrush plug-in that does UVs. Don't know how that stacks up against Blender's UV tools.
  16. Well, FBX does both skeletal and vertex/shape animation.
  17. nemyax

    The Signal Man

    That guy had a thing about ghosts making three appearances.
  18. I see, thank you! Is it fixed for 18.0o in more recent Windows then, or is it V19 only? I'm noticing the installer has become a bit leaner, so some of the ongoing cleanup work must have made this update.
  19. I was hoping that bug 6631 ("Depth sorting problems in choreography") would be fixed, but it's still there. And now the bug report is missing from the tracker.
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