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Posts posted by nemyax
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delete
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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.
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it would only work if everything is really attached to eachother, right?
Then you'd need a master patch for each contiguous surface. You'd be likely to have a similar issue with an emitter.
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Four fingers, one thumb, any of those in the form of a stub if necessary =)
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Still I can not decide if I go for three fingers or four ...
I'd vote for four. At least originally four.
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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.
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I get a blank page for most searches on the forum. I've switched to using Google's "site:hash.com/forums whatever" syntax.
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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
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Looking at the import result in Blender—ouch!
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Apparently there's a free ZBrush plug-in that does UVs. Don't know how that stacks up against Blender's UV tools.
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Excellent, thanks for the update!
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Well, FBX does both skeletal and vertex/shape animation.
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animation(point cloud)
AFAIK, FBX doesn't support point clouds.
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In Dickens story the ghost is seen three times
That guy had a thing about ghosts making three appearances.
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The ear seems to have issues.
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I'm getting this:
You have reached your quota of positive votes for the day
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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.
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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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The period (full stop) key?
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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.
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his current solo project on his facebook page
Is there a way to find some info on that project without a facebook account?
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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.
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*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.
"Renumber CPs" ?
in Animation:Master
Posted
I can't think of a practical use for CP reindexing. Maybe Malo can.