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Hash, Inc. - Animation:Master

Fuchur

*A:M User*
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Everything posted by Fuchur

  1. Not a readmedoc or something like that, but the new features can be found here: http://www.hash.com/am2001/ http://www.hash.com/am2002/ http://www.hash.com/am2003/ http://www.hash.com/am2004/ http://www.hash.com/am2005/ http://www.hash.com/am2006/ http://www.hash.com/am2007/ Some of them are discussed in the Tech-Talk-Video-Tutorials which can be found here: Tech-Talks Feature Focus Hope that helps! *Fuchur*
  2. I investigated the problem a bit further and I could find the situations where it occured. It will only occur if you use certain combinations of cone-angle- and width-softness-values. In my test-project it occurs if you use 15 degree for the cone-angle and a value of 50% - 55% for width-softness-value. So I only have to find the right combination for my tank-project to track down this problem. I wrote a detailed report on this one. It isn't very bad if you know the walkaround so. *Fuchur*
  3. Hm... You mean fall-off? That is regulating the length of the volumetric light... I played a bit around and found the property which seems to cause this problem. It is the width-softness... If I drag that to 0% the problem is gone. But I loose a bit of realism there... Thanks for your answers anyway I will write a report to Hash on this issue. *Fuchur*
  4. It is already. The bone of the light is already ahead of the geometry. I dragged it even further away so that nothing from the light-gizmo was touching the geometry at all, but it didn't make any difference. Thanks for your answer anyway *Fuchur*
  5. I modelled a tank which I want to model again in a videotutorial about mechanical modelling in A:M. But I have a problem with a volumetric light. It has a strange ray in the middle. Maybe someone can tell me what is happening there. Thanks in advance *Fuchur*
  6. If the hair-emitter isn't showing through after you applied the materiel to the head, you have to activate particles. That can be done by pressing "Shift+8" or using the draw-toolbar (rightclick in an empty toolbar space, "View->Draw" and it is although useful to activate "View->Views"). *Fuchur*
  7. Happy new Year! *Fuchur*
  8. Very nice... The idea is great and it looks nice... you should think about fasten some of the animations to make it more appealing, but in the end it already works okay... *Fuchur*
  9. Happy new year... I cant wait to see the movie... it is very very promising! *Fuchur*
  10. Thanks I'll do it as soon as I can borrow a credit card from a friend... I don't have one by myself (its a pitty that there are no other payment-methodes like Paypal, Candlelight or just a banktransfer). *Fuchur*
  11. Hi! Is the subscription-order automated, or do I have to wait till january to get it? *Fuchur*
  12. Did you try MapZone? It is free(better to say there is a free and a commercial version) and it is powerful... Textures are great to use with BitMapPlus-Plugin or as Patch-Images... Worth a look anyway: Map Zone 2.5 It is not only for seamless textures but it can do them too in a very nice way... *Fuchur*
  13. Nice and entertaining! Good job for your first one! *Fuchur*
  14. I think you have to use the TARGA-format. A:M can now render to TGAs but v11 wasnt capable of that. The image-types png, jpg and exr where implemented in v12. -> Feature-List v12 Another tipp: If you use activate, you should although use the animate-button (deactivate it) or go at least to frame 0 before using the activate-option. The Animate-Button is the button in the right top-corner which shows an big "A" on it. It will prevent A:M from setting keyframes, so that the models are of for all the time and don't animate to be active or not on a specific time. DONT FORGET TO REACTIVATE THE A-Button BEFORE YOU ANIMATE ANYTHING. That would destroy your animation because without the A button you can control the default-position of your bones, cps, models, etc.
  15. Do you have a problem with a specific model? Or do you just dont know where to start? *Fuchur*
  16. Could you be a bit more specific where you need help? *Fuchur*
  17. Self-illumination in A:M = Ambience Color + Intensity(you can find both at the surface-properties of a group or the whole model). You can although play with the diffuse fall-off. But after that you have to do something with your lights. You can delete them and you will see your model anyway, but it will look very flat. Another approach is Ambient Occlusion. You can set a color or in combination with an image-based-lightening an image to tell the model how it should look. Try it out and find the setting which is most suited for your needs. You can find some more indeepth-informations about Ambient Occlusion HERE. *Fuchur*
  18. What happens if the stars behind "Won Contests" fill the whole line? *Fuchur*
  19. In the Manual you can find some tutorials. Other Tutorials can be found here: Modeling-Tuts Some are offline, but some are still on. Depending on what you are searching for, ARM can help you much. There are other websites of course... If you like it printed and very well written: David Rogers - A:M 200X *Fuchur*
  20. Intensity will dim the light. Fall off will handle how far the light will shine / or better how the fall-off of the light is. -> The transition from effected to not effected areas. You should have a look at the lightening-tutorials available (see for example here) and you should have a look into your manual or the technical reference. Another good tutorial can be found by the link which was postes by Caroline earlier... it is a good startingpoint. *Fuchur*
  21. You should activate the "Draw" -Toolbar. Rightclick in a free area where the toolbar could be and activate "Draw" and "Views". You will see how useful they are. *Fuchur*
  22. Which Blend-Mode did you set? Add, Replace or Blend? I would play with these settings... Have a look if the action is set to the right frames ( red bar indicates where it is sitting). *Fuchur*
  23. No, not in the current version. But you could use the standard paint tools to paint grayscale displacement or bump maps. Filip Hi Filip, is something like "Realtime-Displacement" on your schedule, or is that just too difficult to programm? *Fuchur*
  24. Very cool! I like the eyes and all other things... *Fuchur*
  25. There are two versions of the A:M-Disc available. The first one, which will come out before the new A:M version is in final-stage has a "old" version on it, but is allowed to update to the newer version. That means, in the end you bought v14, but on your CD there is a version of 13, because v14 wasnt in a final stage. Hash only but "final"-stage (that doesnt mean totally bugfree, but better than beta or alpha-versions) on the CD. The second one is the one when the new version is in final-stage. Both CDs have equal update-rights, so it doesnt make much of a difference for the customer. The good thing about the first CD is, you than own two versions + alpha & beta-versions of the next one. The second CD only gives you one version + alpha & beta. *Fuchur*
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