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Hash, Inc. - Animation:Master

Fuchur

*A:M User*
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Everything posted by Fuchur

  1. Okay, got it working. Nice stuff . I exported Edi to Blender using the OBJ-Exporter (polyperpatch: 4). Then I used Blender with the help of the tutorial (and reseting the interface to be able to follow Heiners tutorial). Then I selected a few edges and maked them as seams for the UV-map (I am sure it can be done better than what I came up with) and used the automatic UV-mapping-method in Blender to UV-map the model for me. Then I exported it using the MDL-Exporter (which works very well... be sure to import it into an already existing MDL-file and you may need to rotate the model afterwards and flip the normals once,,, seams like blender is using a different coordinate system). One more thing to note: Blender recognized the groups from Edi and brought it in the blender-interface from the OBJ nicely, but the plugin does not export them back as A:M groups currently, as it seems. Not a big deal, since you are likely using a full body texture, but it would be cool if that could be added somewhere in the future. After that I exported the model as OBJ again and brought it to 3dCoat to paint on it. (I recently got a Wacom Cintiq and with it, it really is fun to paint quite freely on the model). And after saving the textures out of 3dcoat, I had my own little painted eddy-model in A:M. This is just an workflow test! Please do not expect something fancy, but it really is doable and did not cost me too much of my nerves (okay, okay, blender was hard for me as always but it did a good job UVmapping the model). See you *Fuchur* PS: This is a screenshot of my 2 monitors (blender and A:M) and the Cintiq ("3. Monitor" > 3dcoat). The order of the steps would be a little different (first A:M, then Blender, then A:M again, then 3dCoat, then A:M again), but you get what I want to show you. PPSS: For anyone who did not notice till now: This is a VERY BIG THING! Being able to export from A:M to Blender and then back to A:M is a very long awaited thing! It opens up quite many possibilities... I used 3d Coat with it, but you can practically use anything you want with it...!
  2. I'd say that is just an installation error somehow. Sometimes something goes wrong with installation of software and this maybe such a time. To solve that: First have a look at the installation folder of A:M to see if there is a master0.lic-file in the installation-folder. If there is, copy that to somewhere else to have it as a backup. Now uninstall A:M again and reinstall it. While you are installing the serial should just be left as it is. Web Subscription is fine there. This is not the place, where you will be asked about an activation code or serial anymore. (but I'll ask if we can get rid of that field. It is a little misunderstandable... by the way are you sure you want to use v16 instead of v18? If your subscription is valid and you are not using the neverending version of A:M, you can run v18 with it too). You will be asked for the activation-code when you start A:M for the first time and it may work to put in your activation code then, but I doubt it. (depends on hardware and OS, as far as I know... but I am not sure) Hope that helps. If not let us know about it... we'll try to help. See you *Fuchur*
  3. I'd say keep it... even if it is not exactly correct, in the A:M world "decal" or "stamp" is well known while most other terms are not.
  4. You already know and I repeat it again: I love her. She looks really great and I think she even looks better know. Especially the clothing is very well done and is acompanied by a cool body, face and hair. I am looking forward to seeing her in an action pose. I wish your mum all the best and hopefully a full recovery.
  5. Done too . I am curious too! See you *Fuchur*
  6. Very well done . I liked it very much and find the animation very nice too . Keep up the cool work and please make a 2. Episode . Keep on rocking! See you *Fuchur*
  7. '98 was v6 if I am not wrong. V8 was 2000. Some of the features I can think of since v8 (and this is not even close to an complete list!): - Retopology / Snap-to-Surface - Ambient Occlusion including IBL - ScreenSpace-Ambient Occlusion (much faster) - New importer/exporter. - Dynamic Constraints - 3d-Painter & 3dCoat-integration by plugins - STL-Export - High-Resolution Export (64, 256, 1024, 4096 subdivisions per patch... very useful for 3d printing) - EXR-Rendering (HighDynamicRange rendering) with Buffers and more. - quite powerful Particle-Hair-System - Newton-Physics - OpenGL3 for Realtime and final rendering (additional filters) - fluid-particles - OBJ+MDD import/export. - Netrenderer now included. - additional Shaders and material types - SOOOO much more I can not remember right now... Wikipedia has a few more infos on this: https://en.m.wikipedia.org/wiki/Animation_master See you *Fuchur*
  8. HI Tommy, I am not sure there is a (easy to read) one. (There is a change log, but there are all the bugfixes etc. in it too) Which version was the last you are familar with? Maybe we can give you a small overview if we know where to start. See you *Fuchur*
  9. it is likely that you need jason to move the licence over but i am not sure. it is wise to copy your master0.lic file to an external drive just in case you will need it.
  10. while final rendering it always should do that... there is a image cache which can be emptied by rightclicking on the Images folder in the PWS. (if i remember correctly).
  11. - Do you use a light in your scene which casts shadows? - Did you activate the "Buffers > Light Buffersr" in the Render-To-File-Settings? I think there is a Shadow-Entry too, but I am not sure if you have to activate that one... I think it is another function and Light-Buffers should do the trick... just ry it . See you *Fuchur*
  12. Fuchur

    Simcloth

    Hi Holly, seems like there is something missing, right? See you *Fuchur*
  13. I am not sure why, but it works for me... (18m) Try this one. Does it work for you? See you *Fuchur* PS: For simulation I used "Bake Dynamic Systems". mini_dynamic_constriant.prj
  14. Yes very possible. The problem is, that without Average Normals turned on, it will not use the normal weights. > use Show Advanced Properties. > Turn Average Normals to On. > Insert a percantage value between 0 - 100% and see what suites you best. See you *Fuchur*
  15. try setting the property triangle to on in the options rodney. for me it looks like what david is showing in his screens and I am using property triangles too. and i am using show advanced properties too. maybe that is the one. see you *fuchur*
  16. I am not totally sure how this behaves if you use a toon renderer, but since you use normal shading it should work. Be sure you are using the average normal + normal weights-properties on the first group of patches. (what will not work is to create an empty group of all things below everything else and overwrittiing the properties there) If it is still not working, try to create a simple case (something like a lath-object) and try it out. You should even see it in the real time view. See you *Fuchur*
  17. Porcelain is no longer available or is at least much more work than the Average-Normals-Surface-Attribute. You can find it in any surface property (that means it is available for groups, whole models, materials, etc.). It is by default set to "OFF". Set it to "ON". If you do that, you will see a new property called "Normal Weight". You can test that property out. 50% seems to be a good value, but sometime 100% or something inbetween is helpful too. (depending on what you want to achieve) See you *Fuchur*
  18. As far as I know that should work yes. But ask Jason about that again. See you *Fuchur*
  19. Hi Byran. Yes that looks like a bad topology you've got there. One of the most important things: Do not try to cross more than 2 splines at one point. Use 5-pointers or hooks to get around these areas. If you do not know what that is or how to use them, have a look at these video-tutorials. They should answer your questions: - http://www.patchwork3d.de/basics-of-patch-modelling-80-en > The basics explained - https://www.hash.com/forums/index.php?showtopic=46946 > How to create a hand and a very basic foot. (This is about how it could be done and will tell you several possibilities) See you *Fuchur*
  20. Hi Bryan and welcome to the A:M forums It stops working. You can resubscribe anytime you want and it will work again but as long as you do not have a running subscription, it will not start. The non-expiring version is 299 Dollars and will get updates of one major version (like v18). After that you can use v18 as long as you want, but you will not get any updates from v19. See you *Fuchur*
  21. No but you can rotate the view of the model under it. Press and hold CTRL and use the turn-tool with the mouse.. See you *Fuchur*
  22. A:M runs fine on Windows 8.1 here. (my laptop runs 8.1) I assume it works with Windows 10 too, but I have not tested that. But Windows is very long backward compatible in general. (much longer than for instance MacOS) Like that I am not really afraid this will be a problem. See you *Fuchur*
  23. that is interesting. a drainage because it is air tight. that is something to think about too when buying a printer. in general a fdm printed part is not even water tight. (close too but not totally). like that if you want to print a mug you need to work on it afterwards (for instance melt the surface slightly with acetone before putting water in it) see you *fuchur*
  24. isnt there mirror constraints or something like that that does that? see you *fuchur*
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