-
Posts
5,407 -
Joined
-
Last visited
-
Days Won
88
Content Type
Profiles
Forums
Events
Everything posted by Fuchur
-
The difference is, that you can put the light wherever you want. Not only the Center of Gravity but anywhere you like. A very simple example why it can not work with COG in many situations can be seen in the image attached. The only possibility to get the approach to work is to define the point where to start by yourself. This could be done with a null-object, a single-point on a spline (for instance one that is part of a 2-CP spline but is not connected to the patches you want to do the correct normals algorithm on), a pivot of a group or for instance a light. I use the light-reference, because it is easier to understand how it should work if you think of a photon-mapping-approach here, but it really does not matter much. Show back facing polygones is easy... it takes any "polygon" created, copies it and inverts it using the normal as a mirror-point in realtime (or while final rendering, if it is necessary). Concept of normals: It really is not very important in a spline-world, but in some situations, where the calculations are based on the direction of the normal: Exports, especially if you want to create real objects from it (3d-printers, etc.), Hair and Hair-Dynamic Simulations, Smooth-Algorithems for showing smooth surfaces, etc. "So any patch with neighbors that are abnormal (approaching 180 degrees away from what is deemed normative) can safely be flipped." I think this is, what Correct Normals is trying to do (it does a little more, but it is the basic algorithm). The problem is, that the neighbour-patches are not necessarily facing the same way as the first one, because they can be heavily bend for instance. That is fine for them to do, but the calculation has a problem there. And of course 180 degrees is a real extrem... but look at the patches shown on the donut-shape in the attached image. Even if the patches would be flipped, they would not really have a 180° difference, since they already are "rotated" by themselves in comparision to the neighbours. It would only be 150° or something like that... so you have to specify a starting-point for the flipping to get it right. for instance 90° or 120°. The problem is, the more complex the models are, the harder or even impossible it gets to find that number. See you *Fuchur*
-
You can export the current keyboard shortcuts for your A:M installation by going to "Tools > Customize > Keyboard" and pressing on the "Export"-Button. See you *Fuchur*
-
COGs will not do the trick Rodney... make a tube-construction with several tubes intersecting each other, etc. and try to find the center of gravity of the whole tube-construction it may not even be in one of the tubes... it will not work for more complex structures but only for very simple once. I thought about it for quite some time now, and there is not really a better solution I can think of. Yes it can be overcome by good modeling practice, but I think I am quite able to model in a good way and understand more or less what I do, but even with all that years of modelling experience sometimes I run into trouble with normals if I try to model fast without thinking too much about it and just having a little bit of fun till it turns out to be something nice I want to go on with...
-
Bingo Nancy... it is really just about the normals pointing the right way. Seffen tried several ways to implement an algorithm to get that job done ("Correct Normals"-Plugin, Refind-Normals, etc.) but it never works perfectly for me in more complex situations. And I think this plugin should do the job. And yes, some features need correct normals... hair, 5-pointers and all the exporters, especially for 3d-printing-stuff it is quite important. See you *Fuchur*
-
How do you transfer AM sub to another computer?
Fuchur replied to pixelplucker's topic in Animation:Master
You have to get in touch with Jason for that. (> support@hash.com). You can make it a little faster if you use the host-id-tool (for instance available at the trial request-page) and get the host-id and let it determine the host-id of your new computer and send that to Jason too. I'd say you will need the new host-id, your subscription-key and if available the old master0.lic-file. (if that is not available, it should work without too... Jason will tell you what to do then. See you *Fuchur* -
My most wanted: - an FBX-Exporter / Importer. - a plugin, which will set normals by placing a light inside a model, on the light and open the Plugin. After a setting dialog (bounce-time, distances?) the rays of the light will now hit the patches from "inside". Anywhere where a light hits a patch, the patches normal will flip to the inverted direction of the light ray which it has been hit from. The "light ray" should than be killed or even better: bounce of and do the same again for a setable amount of bounces. Should only be done to "visible" patches. (so if you hide something, it should not be affected) Just to mention it: It does not have to be a light of course... if a null or a point of a spline is easier to do, that is as good as a light too . See you *Fuchur*
-
Tell me all you know about Normal and Displacement Maps and A:M
Fuchur replied to Heiner's topic in Open Forum
The problem I see is that, you are using no 5-point-patches but instead a star-intersection (more then two splines crossing in a point between the fingers). That will result in the hard edges there... Have a look at my tutorial here... it is about a foot, but in the end, it is the same... . http://www.patchwork3d.de/erstellung-eines-fusses-181-de around 6:00min it starts to get interesting. -
I'll follow this . Very interesting workflow. See you *Fuchur*
-
Why? Win8 was bad, Win 8.1 was a little better and I think Win 10 is good again. See you *Fuchur*
-
You will need eighter 2 groups to do what you want or you need a higher density of patches / CPs in your model. There is no way around that. This is the problem with a "one-selection-mode"-approach, but I have to say I like the simplicity of that much more than I dislike the disadvantages and you will very fast yourself acustom to that and think in the "right" way when modeling stuff like that. In other software, you often can select many different things like vertex (cps), edges (a single spline) and polygones (a patch) by itself, but that makes stuff much more complex and you will often need to switch modes while working and you will often wonder why a certain tool is not available till you release, that you need to select the stuff in a different mode to get the tool you are looking for... if you are used to the "just select something and think about it later"-approach, that can be quite frustrating too... See you *Fuchur*
-
It will be fun . Exploring really is what it is all about . Poses can be deleted fully by going to the User properties option on the model the pose is placed on. Rightclick on the posename there and delete it. That should get rid of it without any left overs. Deleting for instance the relationship itself under relationahips will not delete everything. (i think because you can do different stuff manually with relationships too...) See you *Fuchur*
-
I'll write a feature request for that, but in the mean-time: Why not use action-objects or just a chor to get the funcitonality you want? In general build stuff from different "models" is done in the chor, not in a modeling-window. The good thing about a core is, that it references stuff back... that means if you realise, that you need an additional feature on all of your referenced models, you'll get it by changing the original model instead of all the different itereations you are using in the chor. (just to mentin it: Robert did recommend the renaming, not me ) See you *Fuchur*
-
Very interesting! See you *Fuchur*
-
I am not sure if that should work or if it is already as it should be... (I assume it should work the way you try it....) But you can do the same with Euler-LImits-Constraints... I would create a pose-slider (on / off) for that, select the bone and right-click on it. Choose "New Constraint > Euler LImit" (or what Limit you want) and set it up using the degrees on the axis. After the model has been dropped to the core, open the pose-sliders-view and set it to on. (if you can't see it initially, click on the tab-group in the pose-slide-view... this is only necessary if you created a new pose after dropping the model to the core...) See you *Fuchur*
-
Solved: Need Technical Assistance running A:M CDROM versions
Fuchur replied to hostler's topic in Open Forum
Did you install the "stuff"-file for the old version? Look for the file for your version here. > ftp://ftp.hash.com/pub/updates/windows/ Concerning the trial: Did you download the master0.lic-file and copied it to your installation folder? Is it really named "master0.lic" not "master0.lic.txt"? See you *Fuchur* -
Hi Robert, it happened when I tried to add a group to the newly created folder... See you *Fuchur*
-
You can create a group-folder. To do that, right-click on the "Groups"-element and choose "New > Folder". This should get you the possibility to reselect them very fast... but I would not use that feature at the moment... it crash A:M for me when I tried it. Just go with the option Robert gave you. It is not hierachically but I am not sure why that would help... what are you trying to do? See you *Fuchur*
-
A PointCloud is something different (for instance used for 3d scanning to create polygonal data from it) and I doubt he was talking about that. What he is very likely talking about is CP- / vertex animation like it is exportable in the MDD format already. See you *Fuchur*
-
Hi, I have it running successfully and without problems on Windows 7, Windows 8.1 and Windows 10. It should not be a problem. See you *Fuchur*
-
Dickens, not Kafka this time? Very well done . I like the style and the animation and the whole flair very much . See you *Fuchur*
-
Close to it... It is a version of "Drei Chinesen mit dem Kontrabass" (a very popular child song for learning vocals in the German language... the first round is with the actual vocals and after that all the vocals are replaced by only one vocal like "e", third round "i" and so on. Roughly the whole song translates to: "Three chinese with a contrabass, sitting on the street and talking about something. A police man came a long and he asked: What is this? Three chinese with a contrabass?" >repeat over and over... this phrase is only choosen because it containts many and different vocals in one phrase in German...) There are fun little references to this when the woman orders chinese food at the wall for instance . But in this they do not teach about how to pronounce vocals but how to order food... and how dangerous it can be to order food by phone instead of doing it online using "Lieferheld". See you *Fuchur*
-
*lol* Will this be broadcasted in Germany? That was much fun . Very well done guys . See you *Fuchur*
-
This is a bug which is already fixed in the next version. Does not have to do with your graphic card. See you *Fuchur*
- 27 replies
-
- Software Update
- Animation Master
-
(and 1 more)
Tagged with:
-
As far as i know these are the mascots of the former years. Some are very old like version 3 or 4. Who made the animations? I am not sure... I think the creators of them. See you *Fuchur*
-
Yes... we all need to go to p sometimes... See you *Fuchur*
- 27 replies
-
- Software Update
- Animation Master
-
(and 1 more)
Tagged with: