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Everything posted by Fuchur
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Is the duplicator wizard the right way to do this?
Fuchur replied to sculptorpro's topic in New Users
...or you use custom render presets and just ignore the camera settings all along (i only once set the camera to a 16:9 resolution)... that is what I do. the good thing is, that if you use more than one camera you do not need to set the cameras to the same settings all the time. -
Is the duplicator wizard the right way to do this?
Fuchur replied to sculptorpro's topic in New Users
It can be used like that. But it highly depends on what you are after... if everything is in one model, the sweeper or duplicator wizard will do the job. If you are in a choreography, "Multiple copies" will do what you want. (invoke this plugin by on the model which should be multiplied. Then it will have options more or less like the duplicator plugin). Putting stuff in a circular form is possible with sweeper by creating a circular spline/path and putting it on there. The duplicate-wizard would need an offset of the group you are using so it can put the models in a circle. I am not aware of a real good tutorial on this right now, but maybe someone else can give you more information. See you *Fuchur* -
very likely just the interpolation type of keyframes which is getting in the way here...
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You can access that model-info by going to the modeling-window, right-click in a free area and click on "info". See you *Fuchur*
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do you mean save or rendering to an image sequence... if you really mean saving the projectfile and you need that much time for that something seems to be wrong. or how large is the project file you are working with? in general that should not take more than a few seconds to save a project file. see you *fuchur* ps: just read the thing with 300k of patches... that would be one of the biggest models i've ever heard of build in A:M. in general you would split that into many smaller models and combine that in a chor afterwards. arent you getting very long finding patches times with that?
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short answer... no. long answer: hit esc or the renderbutton again if you are using the progressiv renderer. this should work most of the time but not always... if you are really rendering stuff in final rendering this should be cancelable. the tjing i do: before rendering i save with ctrl+s. like that even if something goes wrong you still have your work.
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Resolved why are the shadows and light rings not smooth
Fuchur replied to johnl3d's topic in Tinkering Gnome's Workshop
If it is microsoft-1 or some other very old one, that should be your answer . -
Resolved why are the shadows and light rings not smooth
Fuchur replied to johnl3d's topic in Tinkering Gnome's Workshop
what codec do you use there? -
Try this: 1.) Lathe a spline to create a vase. 2.) Go to the open part. at the top or the bottom. 3.) Close that hole now. A few versions ago, you could shift-click on the CPs at the top and connect them like that without changing the spline-flow of the splines around that. Today, you need to create a spline without loose ends (that means, one CP after the one you want to connect) to get the same result. That is not a showstopper, but it was that much easier with the old way of doing it. See you *Fuchur*
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I know of that one... Shift-Clicking was a special kind of stitching, where you could create a non-continous spline but create a patch before. Some versions ago this stopped working and Steffen fixed it for one half, but it is not exactly the same behaviour like before. See you *Fuchur*
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There are a couple of things you need to be doing when selecting to get the 5-pointer-button to show up... 1.) If you are selecting the CPs with the shift or the crtl-key pressed, make sure to press the crtl / shift-key before you select the first CP. I am not sure why it is that way, but this seems to help. 2.) If you selected it accidently without pressing shift or ctrl before the first CP as been selected, hide everything (using the hide button) and use a drag-selection around the CPs. This should help. 3.) If you have a problem with differently selected CPs (one drag-selected, the others by shift-click for instance) you can use the comma-key to invert the selection and press it again to get the initial CPs back. 4.) If you have an unconnected CP or a double-cp somewhere, it is very likely not possible to create a 5-pointer. Make sure there aren't any. 5.) 5-points in direct connection to hooks are very likely not working. I would try to put in another spline-ring. If you absolutely have to use it (I do not recommend this) make the five-pointer first and attach the hooks afterwards. Hope this helps . See you *Fuchur*
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I recommend to use something like: http://www.mirovideoconverter.com It is free, easy to use and works great especially for videos you want to show on the web. Be aware of what you are doing while installing. Uncheck anything unwanted! See you *Fuchur*
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Audio is not edited back in automatically (there was something I am not sure about right now... some kind of file which got exported... maybe it is even edited in witht he help of that file. I can not remember right now...), but it may be that it can be added... I never tried that... Reimporting is quite easy: 1.) Right-Click on the "Images"-folder in the PWS, choose "Import Imagesequence" (or Import Image and select the small checkbox at the bottom left), select the first image and hit okay. 2.) After that, the image-sequences is imported as a new entry under images. Right-Click on it and use "Save Animation As". 3.) Click on the button with the 3 dots on it to change the position and to which fileformat you want to save the animation. (for instance AVI or Quicktime or even another kind of image sequence). 4.) You may want to click on "Compression" then to set the AVI / Quicktime options too... 5.) Then just click ok. See you *Fuchur*
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quicktime is quite troublesome and in the end not the best way anyway today... you could try to render to tga first and combine the tgas afterwards. for that render to an tga image sequence, import the sequence back to A:M and click in it with -> save as animation. see you *fuchur*
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That really is amazing and fun . I am always amazed what cool stuff you are doing and how great your ideas are Going to play a little . See you *Fuchur*
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The control in the choreography are quite simple to understand: - Ambiance Color: What color should the "light" / brightness have... most people use white, but for different light situations you can use something different too. - Ambiance Intensity: How much lighter you want the whole scene to be. (consider the light of any lights in your scene and this value together!) - Ambiance Occlusion: How much darker the areas afftected by AO should be. The control in the render settings are for something different: - Ambiance Occlusion > do you at all want to render with it or not? - Occlusion Sampling: This determines, how much noise you will see in the darkend areas where AO comes into it. This highly depends on the scene, but for me, 60% for instance does do the job most of the time. The higher this value, the longer AO will take to render. - Transparent AO (Slow!) is exactly what it sounds like... if you have a transparent object above your object (lets say a roof window) AO will consider the transparent object as solid in general. If you do not want that, turn this value on. But be aware... "Slow" does stand there for a reason... (also it is not that bad as it sounds, if you ask me...) Of did you talk about something different? In general concerning these problems: All post-effects and post-filters will have a problem with SSAO if you ask me... SSAO is a post-filter too. It uses the depth-map of the rendered image to add simulated stuff on it but this is already based on the pixel-data created by the rendering, not on the 3d-data in the scene. AO on the other hand is based on the 3d-data (which makes it much harder to calculate) and like that it should be able to handle DOF and other post-effects better. I'd say it could be fixed, if SSAO could be put in the calculation before other posteffects are applied to the image... but I am not sure about that. See you *Fuchur*
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In general it looks like you have internal patches / 2 patches above eachother there... Could you show a wireframe? Just for testing, you could click on one point on the "poor"-looking patch and drag it away. If you see another one below it, there is the problem. See you *Fuchur*
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Is there a registery of some kind on the Mac? If yes, you can very likely change any of the settings there... at least on the windows-version you can do that. See you *Fuchur*
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Go to hash.com/reports, register (it is not the same as on the forums) and insert your bug-report into the system there. See you *Fuchur*
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you could set such things using the registery but that is not very fluid...
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You may want to try to reset A:M ("Help > Reset Settings"), just in case... (in general this is not very usual to be the problem if you just recently installed, but who knows...) See you *Fuchur*
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just a wooden sword ...Kat's last thread :(
Fuchur replied to kwhitaker's topic in Just a Wooden Sword
Much too early... Very sad. Thank you for finding out. Rest in peace Kate. Hope you are still creating art in the heads of others... -
Just great looking . Very well done . See you *Fuchur*
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Dae is not yet supported by A:M neighter as prop nor as spline import. what could work is unwrap3d or fragmotion. but the problem with sketchup is that it creates not very nice polygone topologies as far as I know. See you *Fuchur*
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you know about obj+mdd plugin, the mdl-/act-blender export-plugin, the 3dcoat plugin and the directx plugin right? there are a hole lot of new workflows available to use other renderengines with your A:M work today.