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Hash, Inc. - Animation:Master

nemyax

*A:M User*
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Posts posted by nemyax

  1. If the master patch is better in your opinion or much easier to implement, I am fine with that one too.

    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.

  2. 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.

  3. It's been in development for about 10 months now. Not sure how to relate information from facebook. He has alot of descriptions about what he is doing along with videos and pics.

    I've set up a throwaway account just to get to his feed. The project looks huge in scope and very interesting. Apparently he's even got plans to support A:M-style hooks.

    I hope he's able to chew all that he's bitten off.

  4. The issue is probably due to the use of quaternions in the constraint algorithm. A quaternion does not express a rotation beyond 180 degrees. At 100%, you get the expected behaviour, but at lower values you start to see snapping when the target bone's rotation exceeds 180 degrees. However, that's a fact of life with quaternions, and it must be very difficult to avoid with all the slerping going on.

    What's worse is that inconsistencies appear at partial enforcement, like your constrained bone snapping way too early. This looks like a bug.

  5. *I* suspect that A:M is reordering these points in some internal matrix and after the reorder it 'sees' the selection as valid for closing as a 5 point patch.

    When you invert-invert, you don't necessarily end up with your original selection. Since CPs are fused at spline intersections, you may have selected only one of the fused CPs at a given intersection (if you click-selected rather than box-selected), but A:M might need the other one for a valid 5-pointer. When you invert for the first time, you deselect whatever you had selected at the intersection. When you invert again, you select everything at the intersection. Therefore, the selection becomes valid.

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