sprockets Nidaros Cathedral Tongue Sandwich A:M Composite Kaleidoscope Swamp Demon Caboose Break Room
sprockets
Recent Posts | Unread Content | Previous Banner Topics
Jump to content
Hash, Inc. - Animation:Master

Fuchur

*A:M User*
  • Posts

    5,407
  • Joined

  • Last visited

  • Days Won

    88

Everything posted by Fuchur

  1. There is no direct path from A:M to FBX... there only is the one from A:M to X to FBX using Unwrap3d. The Unity-Workflow will create a FBX-file... http://www.patchwork3d.de/am-to-unity3d-64-en See you *Fuchur*
  2. I'll have a look... they should be available somewhere on my server, but I can not have a look at that before this evening. See you *Fuchur*
  3. You are using many groups there... are you sure you are not overwritting some patches with another group for instance? (it makes a difference, which order the groups have then...) See you *Fuchur*
  4. Yes there has been one or two... but in that many years that is amazing enough... we dont know if they can keep that up but if ut should not be a bigger problem. see u *Fuchur*
  5. Hm... just tested it with my HD7850 and nothing bad happend on 18m. do you have the newer (omega-) drivers for your AMD card installed? they are much better than the old once. (Omega was a complete rewrite maybe 4-6 months ago and has of course been updated since then) See you *Fuchur*
  6. I am not exactly sure what you are asking for... 3d painting can be done in 3d painter (last time I checked it worked quite nice) or 3dCoat. 3dcoat is more powerful but 3dpainter is created especially for A:M. Isnt it buyable at 3dpainter.com anymore? FBX-pipline: See my signature. See you *Fuchur*
  7. Very much... it is typically used for switching views. I absolutly recommend a keypad! It is much better for A:M for view switching than the draew toolbar or anything else. see you *Fuchur*
  8. I am not on a Mac, but on Windows you can go to "Help > Reset Settings" which will reset the windows and toolbars (and keyboard shortcuts, colors, etc.) again. Under "Views > Save Layout / Load Layout" you can save different layouts to be easily reaccessable (a new feature since v18 (dont know which version)). The preference file would be the one in the installation-folder called "master.mac / master_64.mac" (on windows). I asume it is the same with the Mac-Version, but I am not sure about that. In general, if you have set the toolbars, windows, etc. to be like you want it, you should close A:M and restart it again. That should keep the current settings. Otherwise, if there is a crash before you have once closed A:M regularly, the view-settings will not be saved (that is done when closing A:M). Hope this helps a little. See you *Fuchur*
  9. It is still a rendering thing only, but is much more robust then before. Still if you are after STL: No it is not possible to use it for modelling. See you *Fuchur*
  10. 'Respect Z Order": It can be very helpful if you are working with very dense meshes, but in many situations you do not want that to be on. Maybe it can help with Stamps, but keep in mind that you can reaccess stamp-selections by rightclicking on the stamp and stuff like that... I know these kind of selections in other software and I hated it there, since when I just wanted to make some object a little bit bigger it really was bad for me, since I just later saw, that it was not the whole object but only the first part of that. With the button you can use it if you need to, but remember to turn it off again after that... it really is less often a help than a problem if you are used to the way A:M worked before, especially since this is only for shaded-views till now TIFF and PSD is a god sent feature and Snap Bone to CP is something many riggers wanted here, so it goes without saying that this will help many people a lot . See you *Fuchur*
  11. Sprechstallmeister those are all german words but they do not really add up to something I know if . sprechen = to talk stall = staple... something you would put in a horse for the night meister = Master. very interesting. we would call that a sprachführer (no nothing you might think here ) or a zeremonienmeister. sorry for reacting to something that old. of course your work is great and very amazing. see you *Fuchur*
  12. I had the same problem... seems to be a refresh-problem somehow... but it really is not very important for me, since if I use them I always set them numerical anyway. (AMD / ATI card here...) See you *Fuchur*
  13. Oh okay... then you should try to start A:M in Adminstration-Mode (right-click on master.exe and choose "Als Administrator ausführen" ("Run as Administrator") and you should have a look at the hash-folder you want the file to be written in. Is it writeable or not? This can be checked when you are right-clicking on the folder and choose "Sicherheit > Benutzer". and have a look if "Vollzugriff" is checked. The are more things that can be done to give the folder the right rights, but lets say that's it. See you *Fuchur*
  14. Hi Heiner, es gibt 2 Verfahren... das eine ist eben ein Automatismus (wenns wieder klappt). Das Automatische läuft über den Activation-Code und erzeugt darüber dann eine master0.lic on the go. Wenn Jason aber manuell eine master0.lic erzeugt und sie dir zuschickt (dann brauchste nämlich keine Verbindung zum Server) dann braucht er die Host-ID um die Lizenz mit der Host-Id zu verknüpfen. Der Trialalgorithmus basiert auf einem ähnlichen Verfahren wie der manuelle Weg und daher kommt das. (den hab ich programmiert, daher weiss ich davon) Aber ja: Einfach warten sollte auch gehen. Wahrscheinlich ist der Dienst auf dem Server einfach abgestürzt und muss neu gestartet werden oder etwas in der Art. Viele Grüße Gerald
  15. It will very likely work very soon again... did you just try it again today? Maybe it was only a temporary problem with the server. If everything is going wrong, I can very likely create you a licence too, but in general this is something Jason should do. Did you use the host-id-tool (can be found at the trial request page) to create a host-id already? Just in case we need to create the licence manually, this would be necessary. See you *Fuchur*
  16. Hm, since you are having trouble attaching stuff here to: Just to be sure: You are not using any proxies or stuff like that, righ? If not it is properbly the server... Jason can help you with that then. See you *Fuchur*
  17. Hi Heiner, I am not totally sure if that could result in such an error, but have a look into your installation folder of A:M and see if there is already a "master0.lic"-file available. If there is, rename it to something like "master0.bak" or "master0.bak2" and try again. Maybe A:M cannot overwrite the master0.lic-file since it is already opened by A:M when you start A:M. (I am not sure about that, but it is worth a try ) See you *Fuchur*
  18. A:M can additionally to that export to Obj (object-data) and mdd (animation-data on vertex basis) or directx (bone and weight animation and object-data). It is better to use obj+mdd if you are not exporting to a game engine since every animation-type from A:M is exportable by that while directx is limited to bones and weights (no cp-animation or smartskins with thar format). I think LW is able to use obj+mdd and like that you should be able to use Obj+mdd in LW. or you can of course use a LW sequence of course. see you *fuchur*
  19. Hi Heiner, here it is: ftp://ftp.hash.com/pub/updates/windows/ See you *Fuchur*
  20. Absolutely right... Rhino and MOI are much closer... How did you export Thom to these programs? DId you model it or which exporter did export spline/patch-data? See you *Fuchur*
  21. the good thing about Malos way would be that reimporting would be possible more easily or am I wrong? See you *Fuchur*
  22. Isn't this normal? since you are moving the whole rig in the model the model dimensions get altered. the modelbone is always as big as the dimensions of the model and like that this normal. if you delete the keys the modelbone will snap to the original size and zero point and rotation values again and like that your animation is offset by that difference... I do not think this is a bug... this is intended to be that way (or at least needs ro be like that) this is why i find it odd to move only the rig (this has good reasons! non-sliding animation is much less hard to archieve like that but it is not really in the mindset of A:M like that) see you *Fuchur*
  23. It is the master . it quite deeply shows what patches are, tells us about the great animation features, talks about working with 3dcoat, unity3d and that there are new plugins like your blender plugin and tge one for 3dcoat, tells a little about the routes and history of A:M and how it is used today by german users and that it is worth a look and a refreshing experience in the 3d world dominated that much by autodesk. i like the article. it is not praising all over (which I think is not good because that would sound to be marketing) A:M but it is fair and positive about A:M and tells people about retopology, what can be imported and exported and how they can integrate it in their pipeline. they asked me for some images in highres about the 3dcoat pipeline (my cameleon) and they printed them including some screenshots. they compare A:M's way of modeling with illustrator and coreldraw in 3d and tell us about the old looking but easy to understand and effective interface. If the magazin is no longer in the magazine stores i'll translate a little more from it but now I'd say they would not like that... See you *Fuchur*
×
×
  • Create New...