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Everything posted by Fuchur

  1. Just to make sure: Did you use Reset All once or reinstalled A:M just to be sure it is not something strange?
  2. Hi mulls, thank you very much for the kind words and Happy Eastern to you and your family too :). A perfect circle is pretty easy: Use the lath tool with a straight two point spline, afterwards delete everything but one spline ring and turn it by 90 degrees. (I would recommend to use a lath subdivision of more than 4 to get a "perfect" circle. (click on the lath-tool button while pressing "CTRL") Or you can use the Primitive Wizard for it. Both should bring you pretty close to the perfect circle. The text part is more troublesome... I am not sure if that is possible easily in
  3. Of cause, but it is pretty uncomon to move a part of the head with the little toe, even so you can do it in A:M: The "exactly same CP" just means: Same position in space or even same CP name. With TransferAW it would be a fall-off level more ore less but in the end something pretty similar if you put the fall off to 0. Best regards *Fuchur*
  4. I am pretty sure he means: The CP is at the right distance to a bone to be assigned it to. And if you already did that once, it already has CP weight information on them. Best regards *Fuchur*
  5. Yes there is an admin mode (assuming you are running Windows). See the attached image. (RMB = Right Mouse Button) It should be something like "Run as Administrator". Go to the Animation:Master Install folder (for instance "C:\Program Files\Hash Inc\V19.0"). Best regards *Fuchur*
  6. I'd say it is not obsolete just uncommon. I like dope sheets but often use the manual approach too if I want to act something out a little bit better. Still for long speeches and stuff like that it really is a great approach. When you hit OK A:M crashes? Could you try starting A:M with Admin rights once? A:M has to create a file in some situations at the first time and that has to be done in the install folder which might need admin rights. Best regards *Fuchur* dope_sheet_test_v19.mp4
  7. 200 Dollars only for a DOF plugin for AE...
  8. Damn Michael, those are just great! The lightening, DOF and materials are amazing. Best regards *Fuchur*
  9. Yes, that is the normal approach... but the interesting part at least for me was, that even one type can be combine from different maps here too. So for instance if you have a layered approach in 3dcoat or photoshop, you can even keep those layers intact with this method. Did not know that was possible. Best regards *Fuchur*
  10. I am not sure if people are aware of this, but I just did a small test and it works... You can even use one decal (UV set) to layer color maps with transparency over each other. Not sure if it helps a lot (maybe with 3d painting it could be nice for instance to animate wounds or skin changes or something like that?) but it was an interesting thing for me... Best regards *Fuchur* video_stacking_color_maps_on_each_other.mp4 decal_texture_layering.zip
  11. You might turn down the subdivision level a little ;). Press page down in the chor for that one or a couple of times. Best regards *Fuchur*
  12. Funny but it really is meant to be like that... If you go under 1 fps it will show that ;). It means "Seconds per frame". It changes the unit to not show less than 1. In your case it would be 0.769 fps. Best regards *Fuchur*
  13. Hey Riean, thank you very much. The version 19 is not reflecting the year the version was first introduced but is just the version number ;). v19 has been around for quite a while but with many different versions. (currently V19p in the making) Best regards *Fuchur*
  14. 1.) See attachment. There is a button for that. (be aware, that it is only available in chors or at least is the only thing where it will make a difference if I am not wrong) 2.) Press 1, 2 or 3 and move the object around. Each stands for one axis. 3.) Real radiosity? That is extremly time consuming but you do not need that for reflections. Radiosity will create very convincing lightening if used correctly, but it really takes a lot of rendertime. For a small overview about rendering have a look here: https://www.patchwork3d.de/rendering-45-en I think you are talking about Raytracing,
  15. No. But I am not using the cylindrical mapping method of Robert in most of the cases. If you want to get rid of the problem, do a Bake Surface before export. That should get rid of it... otherwise, Robert would you like to file a bug report for it? Best regards *Fuchur*
  16. The good thing about this work around: It really does not matter at all for this workflow if the model is 1000x bigger or not, since the UV set will just scale on the texture with it :). Best regards *Fuchur*
  17. Ah yes, there was some info on that... @Steffen: Would there be an option to scale it while exporting? So that the exporter would give an option like "scale by 1000 (better 5 pointers)"? Best regards *Fuchur*
  18. Yes, that was always a problem with the exports. What size is your model? Anyway hooks and 5-pointers should be made small and used rarely, which is a good idea anyway. The good thing: If you use something like "UV set smoothing > Full UV Set Smoothing" and the right margins for Bake Surface, it works pretty well anyway, since the surface underneath it is very close to the one covered by the patch. If you might see a small distortion there, but if the 5 pointers are not extremly large, it should not be very visible. But yes, it would be better if that could be fixed. Malo
  19. 3dCoat does not support the native MDL format. But it handles OBJ exports from A:M just fine and that can be used there. I do not own armor paint. If it only changes the textures and not the polygones or UV set it should be fine. However it costs money and I do not have a credit card so somebody else needs to check if it works out. Best regards *Fuchur*
  20. Have a look at the video tutorial. You will only exchange 3d data from A:M to 3d Coat. As shown in the video above (starting from about 30:00) you are going to export to OBJ which will have an UV map on the exported obj file. 3dcoat will import the obj file and work with it. When you draw on it and save the textures in 3d Coat (without changing the topology of the polygones... just drawing on it => this is called "Import Model for Per Pixel Paint" in 3dCoat) and bring them back to A:M, the UV is still available in A:M on the original model and should still match the textures. (that is the s
  21. I would recommend "https://www.deepl.com" instead of Google Translate. It is much (much...) better than Google Translate. Best regards *Fuchur*
  22. There are several different methodes to do a texture mapping in A:M. (and the great thing about it: You can combine them as you wish) Many only use stamps in the viewport and just do a little bit of stamping with transparent decals there. 3d painter is no longer under developement, but in general everything works, that can import objs and export textures without changing the toplogy of the polygones to the texture underneath. I really like 3dCoat (very powerful: https://3dcoat.com/) for that. This is a video tutorial/overview on some of the most common methodes if you really w
  23. Looks very cool... it is a shame Noesis does not support DirectX-format. Thanks for letting us know about it :). Best regards *Fuchur*
  24. Till Jason comes back to you, you might want to check this: - in the progam folder if there is a master0.lic file? - did you try to run A:M as Administrator just in case Windows is blocking something? - do you have a firewall or virus scanner running which could block communication to the Hash servers? Best regards *Fuchur*
  25. Cool Robert. I have found one too and just told Steffen about it in the bug report you've put in. That might help to find the problem even better :).
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