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Everything posted by Fuchur
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Very very well done . I'll have a look at iti deep later but it looks more than promising. thank you for the hard work and the good documentation too. that is always hard to do too
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Very very nicely done and great, seemless combination of 2d and 3d elements... I like it a lot . Hope to see more like that... it really made my day today . See you *Fuchur*
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Love it Marc Looks very cool and is nicely done. Merry Xmas to everybody! See you *Fuchur*
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Hi Jake, sounds not bad to me... what do you have in mind there? Props and stuff like that or all the characters, etc. too? I think interactive creation is a very nice field and Unity3d works quite well with A:M (or the other way round...). Sounds promising to me especially with 3dCoat getting closer to A:M too, which could give us a great way to create cool textures for games etc. especially. See you *Fuchur*
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As a Blender user, I disagree. I do not find A:M particularly easy to use. Of course you do . If you wrapped your head around the way Blender works, it is very likely to think in that way... it is as I say: People who started with one, have trouble adapting to the other. (one way or the other way round if the thinking behind the workflow is different) I have used A:M, XSI and 3ds in production (realtime-3d projects, medical animation projects, technical visualisation projects) mainly and played with other software (Modo, Shade3d, C4d, Blender) and I still think A:M has the much easier and better workflow than any of the other software I used. It just is not that packed with in most cases unnecessary features which overcomplicate the interface and it is very intuitive especially if you are used to Adobe Illustrator and stuff like that. And due to the "work on one thing at a time" approach which some software had before (LW3d for instance) but did get rid of it, it is very easy to hold track of what you do. I am still not sure why many others have a one scene approach today,... in programming itis common sense to subdivide big tasks into small pieces, in 3d engines it still is common too, in most other production it is common sense to subdivide big tasks into small once... why put everything in one big fat interface with stuff I just do not need in my current workstate? Yes it has advantages when combining everything to the endproduct, but otherwise there is no real benefit to it... hiding does not do the same trick... position is offset with that and I still have to care too much about the rest in my scene... reusing and instanciating is harder and so on. There is not one big thing I can put my finger on and say: "This is it what makes A:M cool!". It is a well balanced, well thought through and very continuious interface which makes it cool. But this is just my opinion... people who started different may see it different. (I did not start with A:M... I started with a software called Monzoom3d (no longer under developement, powerless and horrible painful to use ) and used 3ds in my early years till I used A:M. I have used XSI and 3ds sometimes later on, but A:M just was better in terms of user interface and working behaviour. Most people who used A:M for more than a few days are more or less that opinion if you ask me... as Barry Zundel has stated (started way back with Maya and used most other software available): "In the ensuing years, I used A:M exclusively and came to understand what "usability" really is. It is still one of the best examples of a truly non-linear pipeline ever. Nothing that I have tried has ever come close.". I think he is absolutely right with that. It is exactly my experience. See you *Fuchur*
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I just dont see it that way. A:M always has been very easy to use especially compared to blender. it is not looking as a new software does (GUI design is outdated) but the flow in the software is extremly well compared to everything else I have used out there. what most people do find to be difficult is that A:M has not 20 ways to do one task and does not do it boxmodelling wise. but that does not make it hard to use but ver simple to use IF you can think clean and fresh and you do not try to force the way you use other software on A:M. if you try that, A:M will not work well. the biggest and best thing about A:M is the very well designed workflow ut provides. but it needes you to use the workflow... as far as i know martin is no longer involved very much into marketing today which is why you have been able to write that post . in former days this one would have vanished after a few minutes . the problem i see with the gui is an interesting one. many users i know put off the nice looking buttons and effects to increase performance or get more screenspace anyway... still i think it would be a good idea to update it... steffen thought about that already but it would be a mayor task because it would have to be written with a new gui framework like QT. i hope it will be done but I amnot sure this will happen soon because of the amount of work it would make...
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It is quite easy: 1.) Download dependencywalker and extract the content of the ZIP anywhere on your harddrive (for instance on the desktop or into your C:/programs or C:/programs(x86) folder. 2.) Double-Click the exe-file. 3.) Click in the upper left corner on the "Open"-icon (looks like a folder). 4.) Double-Click the master.exe or Master_64.exe-file in your A:M installation folder. (usually C:/programs/Hash Inc/V18.0/Master_64.exe). 5.) It will take a few seconds and after that you will see a screen equal to the one shown on the screenshot in my former post. 6.) The entries (I selected one of them) with the questionmark-icon are the DLLs which are missing. We now need to figure out, which program / installation-file / library has installed those DLLs (which are program libraries for software) on the computer of serg or Styler so we can link to them here and in the installation instructions of the plugin so we can be sure the plugin works on as many computers as possible. It is very likely that it is a big support-file-installation file like the vs runtime Styles has linked too, but it does not seem to be that one. See you *Fuchur*
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Thanks for the link... really cool programm... It found some missing DLLs... see the screenshot (this is on my Win 8.1 Laptop... I will test it again on my Win 7 machine when I get back home... Hope this helps and thanks for checkin See you *Fuchur*
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Yes I did that as described in the help-file in the download of the beta-plugins... I have seen those errors before and asked Steffen if he knows the reason for them... See you *Fuchur*
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Actually it is not useless... it toogles between overwritting characters and inserting them additionally... some programs use it for other stuff, but in general it is not absolutly needed.
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I think I did already have that one installed, but anyway installed it again. Did not change anything. I am quite sure you are the reason for the SDK-update, right? Otherwise maybe that is the reason? > http://www.hash.com/forums/index.php?showtopic=45844&hl=
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Just tried to test it, but I get an alert at start stating that the given modul is not available. Both 32bit & 64bit version throw that error. A:M starts but the plugin is not available... See you *Fuchur*
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This looks totally amazing . I can't wait to get my hand on this... It already would make things that much easier with the live preview and updating with the direct update link between the two programs. I am not sure but it looks like that one does automatic UV-cordinates too, right? And I see there are more buttons for planed features in there... some of them would be totally mindblowing for me and I would not ever be able to imaging how they would be done... (I know this is an early Alpha-state and some may fall behind, but still this is absolutely cool ) Thank you very much Serg for initiating this and thank you very very much Val (Styler) for making this possible... See you *Fuchur*
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Have you ever... (idling away the hours)
Fuchur replied to Rodney's topic in Work In Progress / Sweatbox
The best work is created like that if you ask me Looks great See you *Fuchur* -
If you can easily select those patches and really all of them are inverted select them and hit "F". See you *Fuchur*
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I have not tested this, but Steffen said he fixed the transparency-issue in the newest release... (still in Beta-Test). See you *Fuchur*
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Decal-stamps are not animateable as far as I know... but a projection-map-material could do the job. Yes, A:M has light-images... just drag and drop an image on the light in the chor or in an action. See you *Fuchur*
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It is not totally mute... Jason is visiting trade shows quite often but yes, it is a low budget marketing that is done. A:M never had a marketing compareable to the one from the larger players in the business... somewhere I read a comment from Martin, where he stated, that other companies bought their userbase with much money. Hash never did that. The result is obvious but I still think it was the right way, since it is just the honest way. There are other players on the market most people are not aware of like Strata3d, Shade3d and a few more. Today A:M is mostly community driven. If people do great things, A:M is visible too. If not it is not. That is as simple as it gets.
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No, if it is anything if would be a Cache or at most RAM-write... harddrive would be unusual. See you *Fuchur*
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Should show it there, yes. See you *Fuchur*
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You can not really define it that way... there is very likely much more to it like write-speed of RAM, Cache, driver processing, other processes running on your system, reading the RAM, etc. Anyway... it should not be noticeable too much... I am not sure if there is something not okay with your PC... 5-6 frames is a little bit too much... 2 frames would be normal (just guessing). See you *Fuchur*
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You are using very old techniques combined with newer once. For instance you use layout-tables in your code (which is really something you should avoid at all costs these days...) but more important: You use javascript to switch pages. Google is getting better at using javascript too, but it really is a very risky way to do it that way. And if you move the content out of the image using javascript, it would result in Google only being able to index the first page of your site. There are possibilities like loading the site with all the pages below eachother and than using javascript to hide the others till someone clicks on the link. This will still not give a own link for each page and like that google will not index them each by itself, but it will be better. (the problem here is, that content lower on a page is often considered less important by SEs. On a own page / own link this would be better. Additionally it is not possible to link to it like that, since there is no real link for the subpages. As I said, this is not really the worst thing for normal users (not good neighter...) but for search engines it is close to deadly... See you *Fuchur*
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Is there anywhere the address of the company on the website? When they need to come to my house and do some work there, it would be interesting to know from where they are coming, right? The website may have some drawbacks for search engines, but I think that may not be very important for them, right? And I did not really get that one: www.lslbc.louisiana.gov > where do I have to go to check for StevenJohnsonConstruction? I could not find them using the Contractor-Search. Hope it helps a little... See you *Fuchur*
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For me 50% is not the smoothest but is a good compromise between details and smoothness. Anyway I often use 100%. It may be, that those two features do not play well together... See you *Fuchur*