-
Posts
5,402 -
Joined
-
Last visited
-
Days Won
88
Content Type
Profiles
Forums
Events
Everything posted by Fuchur
-
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*
-
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*
-
Boolean - is it now working with geometry or . . .
Fuchur replied to a.quaihoi's topic in Open Forum
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* -
'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*
-
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*
-
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*
-
Resolved Bought a new subscription and tried to activate ---> Failed
Fuchur replied to Heiner's topic in Animation:Master
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* -
Resolved Bought a new subscription and tried to activate ---> Failed
Fuchur replied to Heiner's topic in Animation:Master
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 -
Resolved Bought a new subscription and tried to activate ---> Failed
Fuchur replied to Heiner's topic in Animation:Master
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* -
Resolved Bought a new subscription and tried to activate ---> Failed
Fuchur replied to Heiner's topic in Animation:Master
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* -
Resolved Bought a new subscription and tried to activate ---> Failed
Fuchur replied to Heiner's topic in Animation:Master
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* -
really good looking stuff
-
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*
-
Hi Heiner, here it is: ftp://ftp.hash.com/pub/updates/windows/ See you *Fuchur*
-
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*
-
the good thing about Malos way would be that reimporting would be possible more easily or am I wrong? See you *Fuchur*
-
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*
-
Big article in Digital Production in June / July issue (04:2015)
Fuchur replied to Fuchur's topic in Animation:Master
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* -
Sorry, but it is not wrong. The final model is using heavy amounts of polygones in many cases. The fact that you can use a proxy and use something like weight-transfering from the proxy to the heavy object is not rendering that statement wrong. But even in A:M you can use weight-transfering with Transwer_AW (or in older versions WeightMover) so this might be solveable. The problem are approaches like micropolygone modeling or voxel modeling with ZBrush, 3dCoat or MudBox which will create millions of polygones. Simple SDS-modelling will not create these complex control cages, but these micromodelling-models are close to unmanageable for A:M. I am not sure how well these models are animateable at all using even weight transfering, since these details would need a special form of rigging to animate perfectly, but I doubt that many people do that at all... Of course if you use a Retopology-Tool this would work again, since you could decrease those millions of polygones too much less things using displacementmaps. Anyway: I think the idea of rasikrodri is very valuable... using peaked, non-continuous patches to recreat polygones should get rid of many problems we are facing currently. I'll asked Steffen about the smoothing-algorithm for final rendering... since those are really around for a long time now, I can see that work quite easily... One problem I can see with that is the refind normals calculation time (that will take a long time for heavier models) but maybe if you declare a group as peaked / non-continous it could work faster? I am not sure about that... See you *Fuchur*
-
I can see why people wish to have that, but Robert is right about many things. A:M's tool set work best because they can make advantages of very low CP counts. That makes the whole thing that easy to work with. I could imagine a SDS- / NURBS-modeller in A:M which will use Spline-Data from A:M to create the cages, animate only the cages and just interpretes it differently. That would make it possible to animate that cage (with A:M's tools, since in the end it animates splines there) but the renderered surfaces would be polygones. I do not know how much work that might involve though. A good interchange-format would be cool, but I am not sure where to start there. It only makes sense, if other software programs could handle splines (or better to say: Hash Splines). Can they? I am not sure. Some have support for patch-modelling, but is that at least technically convertable or easier to convert than polygones? If not, it is really possible to use an interchange format? 3rd-party renderers by API is something, that would be very cool and sounds to me as the easiest stuff to do... I may be wrong... Steffen thought about LuxRender a while back and if it would be worth it writting an exporter for that one. But I am not even sure if that ever was fully thought through... See you *Fuchur*
-
Big article in Digital Production in June / July issue (04:2015)
Fuchur replied to Fuchur's topic in Animation:Master
Here it is. I already got my issue: http://www.digitalproduction.com/ausgabe/dp-04-2015/ See you *Fuchur* -
really terrific! i like him alot.
-
Looks very cool Star Wars is very cool these days again, since Disney is making a new one... the daughter of a friend of mine is very much into it too and I modelled something with her too out of the Star Wars universe. (very basic and noot close that cool... she is 8 . Looking forward seeing this one . See you *Fuchur*
-
Since v18 you can save those interface-layouts (View > Save Layout) and reload them (View > Load Layout) afterwards if you want. See you *Fuchur*