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Hash, Inc. - Animation:Master

Fuchur

*A:M User*
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Everything posted by Fuchur

  1. Very cool space monkey . I like him . What are you planing to do with him? First flight into space in US history? See you *Fuchur*
  2. Hi John, in general it might be one of those libraries missing: - https://www.microsoft.com/de-de/download/details.aspx?id=30653 => .Net Framework from Microsoft - https://www.microsoft.com/en-US/download/details.aspx?id=40784 => Visual Studio Redistributables I am not exaclty sure, but that could be the problem. See you *Fuchur*
  3. Hi Elm, can be done here: http://www.hash.com/reports You may need to sign up for a new account, if you do not have one already. It is not the same as on the forums. See you *Fuchur*
  4. Thank you all, it was quite much fun creating him and I might find another good option for him... or I'll just put him into the v20 contest . See you *Fuchur*
  5. You should not use a 3d-layer for that... keep in mind that A:M needs to calculate that as a "3d-object" all the time, while having it as a mask for the light will very likely result in lower rendertimes... (I never tested it... this is just a guess...) See you *Fuchur*
  6. Hi everybody, as I said before I wanted to show what I was working on but did not get it into the voting because it just recently was finished... But I promised to show it anyway, so here it is... Hope you like it . See you *Fuchur*
  7. I played with it a little and got it to export a lightmap or better to say several files... But I am not sure how to use that afterwards... The process is like that: 1.) Create a Chor, put some things into it and a light. For tests I would start with a simple object and one light. 2.) Right-Click on the Chor in the PWS and choose "Export > LightMaps". 3.) In the Export Lighting Maps-dialog you can choose a directory where to export to, if you want to export a polygon or a patch-model. (that is only necessary for polygones per patch-settings) 4.) Scale the Map... just use 100% for now and put a min- and max-size per patch/poly in which makes sense to you. 5.) Render-Method... I am not sure what that is... I think it is about that mapping style like for IBLs, but I am not sure. 6.) Map Intensity Scale is just how intense the lights should be, as far as I think. 7.) Choose if you want to have shadows in the map or not. (would only use that for static objects) 8.) And then choose the Fileformat you want and export it. 9.) Now for each object (in a folder with the name of the object) A:M will export for each patch/polygone a image file. That seems to work, since the files are reasonable looking. (you can easily test that, if you have a look at the ground-model-files...) The problem is: I do not know what to do next with it... how to put it back on my models (without doing it by hand) or how to import that in another software or whatever... I think it would need an Import-Lightmaps-Feature for the chor or the models and that would need to map the images to the different patches so that we could use for instance bakesurface to bake it and use it externally. So what is needed there is an importer, which can assign the images as patch-images or something like that. I do not think, that is very hard to do, but I am just not sure about it... See you *Fuchur*
  8. I'd say it is the delta to the "normal" tangent of the curve at that point, but someone else with more math skills than mine needs to shine in to confirm that...
  9. Let me know if I can help Jason . See you *Fuchur*
  10. Yeah that worked for many problems at work too. Shutdown -g -t 0 is your friend. Hopefully they will fix that soon. An new update for the game is going to be released in a few days which will give it multilanguage support too. (aside from a few other things. Thank you very much for the rating and the hard trying David . HighLy appriciated. See you *Fuchur*
  11. The whole video more or less is dedicated to that... how to flatten something, how to add a decal, how to paint it... See you *Fuchu*
  12. Very informative and helpful . Thank you very very much . I am especially interested in the next part too . Voxels in 3dcoat are a mystery to me and combining them with A:M would be great . See you *Fuchur*
  13. We are looking forward to that David . See you *Fuchur*
  14. Very cool look . A shame it did not get ready in time... See you *Fuchur*
  15. Jetzt wo dus sagst... im April schon... bin ich wohl noch ein wenig "läter to the party", was? Sorry aber trotzdem Happy Birthday nachträglich . See you *Fuchur*
  16. Damn, did you have to spoil it? Happy birthday you two . See you *Fuchur*
  17. Pleae keep in mind, that people here are trying to help, not trying to offend you. I know this is not very common anymore on the internet, but this community is really all about being helpful and I consider that as one of the highest goods available here. No matter what background you have (may it be a master in computer technologies or may it be that you never ever had a computer before), we will try to help you. We do not know each other personally (at least most of use do not), can't know about the skills (especially of newer forum members) and like that most here tend to assume nothing to be given when they give advise. That is not meant to say "you are stupid" or "you just can't follow instructions". You would be very astonished on how many problems really are just there because one little thing got lost while reading or was received in a different way than it was intended by the author, especially because people all over the planet are using this forum. (I am from Germany for instance, but even if someone is from Seattle and the other is from Dallas this will very likely happen sooner or later...) The only way for us to help is doing a remote diagnosis and since we can not have a look at your screen (if we are not using teamviewer or something like that which I for instance did before if all other things didn't want to work...), we have to ask about stuff, that may sound unbelievable easy and of cause you very likely got that right, but we want to be sure, just in case that this little detail may have caused all that trouble... otherwise we can't help, all the people are frustrated sooner or later and all because that small little detail made everything go rotten. Hope you can see where I am going with that. Long story short: People here are very friendly and you can assume, that nobody here is offending you in any way by intention. If it still happens, do not take it personally... it wasn't meant like that VERY very likely... See you *Fuchur*
  18. I couldn't get mine in neighter, which is bad given that we had that much time . But there was that much to do aside form that... I am close to it, but still have to rig mine before I can really submit it... will of cause show the results when it is done . See you *Fuchur*
  19. Actually GPU is a factor for the chor when in Realtime-Editing (!= Final Rendering). But yes, the CPU, RAM and GPU will do that there... One of the best upgrades for any computer however is a SSD instead of a HDD if you do not have one... this will have a visible effect for most people, just because reading is much faster. - So if you do not have a SSD, I recommend getting one. (not very expensive anyway) - If you want more Polygones to be rendered on the screen, the GPU is where you may find some speed in. Check out what your subdivision-level is. If you increase that and you start getting stutter or low frame rates (displayed at the lower left of the screen) you may have a benefit with a faster GPU with more VRAM. - If you want to have faster rendering and overall faster performance, it is the CPU (what 8-core is it you are using? A:M is (more or less) single threaded, so if a single core is not that fast, it can loose some performance for working, so when using netrenderer it will be faster with an 8-core), but first check how much RAM you are using. (check that in the task manager while working with A:M). If most of it is used, this may result in a huge slow down. More RAM or the SSD can help with that... (more RAM will not force him to save on the harddisc temporarily and SSD will make it faster if it still has do be done that way... (but will be less fast than RAM anyway) See you *Fuchur*
  20. Very Cool Ludo, but where is your entry? See you *Fuchur*
  21. Very nicely done . The first one is of cause Minecraft, but the second one? Is that Raiden from Mortal Combat combined with that guy from Streetfighter or something like that? See you *Fuchur*
  22. I'll keep trying, Gerald. It gives me the same error today. Thank you very much David . I think it just needs a little bit of time somehow... See you *Fuchur*
  23. Hey Rodney, great that it worked and thanks for letting me know. I think it just takes some time to be distributed to the whole world in the Microsoft store or something like that. The game is installed as an app on your PC and should be available in the start menu of your Windows 10 computer under "All Apps > Wingman". It is not a real program, but an app, which means it is not "installed" but more like a download which is playable without installation, as anything you download from the Windows Store. (this means it does not change anything on your computer or the registery and will be started in a sandbox, much like it would be on a Mac computer with most software. The good thing about that is, that it is much more secure for the consumer). The game is playable by most available controllers... use your mouse, your keyboard, the onscreen controlls or even an XBox One S-Controller. Whatever you have and prefer . The audio has been created in Magix Music Maker (way back when I created my diploma thesis actually but it just fitted quite well and for software and apps it really is quite expensive to license music for apps and software is really quite expensive...) and the sounds are created by a microphone, audacity and my voice . And please leave a rating in the store if you have the time... that helps a lot. . See you *Fuchur*
  24. Hi David, had that too before... I just tried again and it worked... could you test it again? See you and thanks for the feedback *Fuchur*
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