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Everything posted by Fuchur
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Did it crash or did it just take a VERY long time? Because that may be happening there... tried to export something at 4096 but it really takes LOOOOOONG... See you *Fuchur*
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As the original poster hasn't clarified their request (assuming it was a request) it's rather hard to say. The original post was mostly undecipherable and posted at the end of an unrelated thread. No problem, I think we figured the request out quite well... at least it is not the first time this has been asked for and like that it may be needed. Steffen has to decide about it finally. See you *Fuchur*
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You are highly overcomplicating this feature request. It is really very very simple and has a quite straight forward purpose. No 5 Windows open, no "i'd like to remove the default view / camera view...". It is just about: click a button or press a key or a menu entry and the camera will place and orient itself as the current view is. Nothing more. The purpose is: I have a few which I like and found it in Birds View. I like to use it in my animation. To do that now, I would need to approximate it using the camera (which is possible but much work and quite tricky). I'll ask for it in A:M Reports and we shall see what will happen. It may be included or not. Steffen's decission. See you *Fuchur*
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I think it is not that complex Rodney. 1.) Someone places a nice object in the chor. 2.) The Turns and zooms around it to see which is the nicest way to look at it. 3.) He wants to get the camera (to render with it in an animation) to exactly that view because that is what he wants to show the audience. 4.) > Right-Click on the camera in the PWS and choose: "Move camera to current viewport". > The position of the view is given to the camera to key it at the current position. The advantage is: Everybody knows very well how to move the viewport and it is easy to do that. Moving the camera is often harder (even with the shortcuts to move in its view, although this is a great help). It sounds simple and is simple but I do not know if it is easy to programm. See you *Fuchur*
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... would be hard to do since it is not even written in Java... Windows Surface Pro could run it but i still do not see the advantage that would give u. Mouse and keyboard are faster and more precise in close to everything... See u *Fuchur*
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It does. In general the higher the better. Never even tried 4096 till now but 1024. In my cases there was just no use of going higher till now. He is just having problems with printing these stls. It sometimes can be tricky since certain spline structures in A:M which tend to produce problems but runing it through fabb studio i could print each one i wanted without a bigger problem.
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Hi Peter, I'll try to answer your questions: In general: Win7 64bit is the best 64bit system there is for a PC with the new version (since v17 Aero is no problem anymore... previous versions may have had problems with that). It is the one which is tested the best and which has very likely the drivers you may need for your machine to run. XP 64bit is very likely not that well programmed (since it was the first 64bit system and only a small amount of people used it) and like that it may be better to use win7 (this is guessing) and Win8 is not tested very much till now. (there are very few people actually using Win 8 or XP 64bit with A:M till now as far as I know.) Activating the software on an isolated computer is only possible with the help of Hash directly (but it is possible). Jason will guide you through the process. Get in contact with him by writing to support@hash.com. Like Rodney said: It may take one or two days till you get an answer. Be patient. The process will very likely be quite equal to the one to install the trial version. For testing-purposes of the different OSes you may even use the trial version. (> Link) Since Quad i7s do support Hyperthreading (if I am not wrong), you may try to work with up to 7 or even 8 rendernodes there (depending on if you are running the render server on another computer in a local network or on the same computer). To use the included Netrenderer with all your cores you will need to buy additional rendernodes for that because there are only 4 rendernodes included in A:M initially. They are quite reasonable priced. More informations can be found here: Additional Rendernodes > Do this at the very end when you are up and running on the final target computer. Hope I could answer your questions. See you *Fuchur*
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In short: There is no "easy way" to do that. To get the perspective view you would need to first create a new camera, switch it to orthographic mode and than place it where you want it. In general people do not really want orthographic mode because it is harder to work with... in that case you just need a very large zoom-factor on a perspective mode camera (increase focal length to 500 or something like that) to decrease the perspective distortion. Positioning however needs to be done by hand for now. You can use the shortcuts to move the camera while being in camera view (quite useful, especially if you own a space navigator) but it has to be done manually. There is a feature request asking for that feature, if I am not wrong. See you *Fuchur*
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This is wildly fireing in all directions but maybe this can help? Sticky Keys See you *Fuchur*
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v18.0 mascot Contest - It's that time again!
Fuchur replied to Jason Simonds's topic in Contests/Challenges
My image has been submitted too. I am very curious of all the entries of you guys See you *Fuchur* -
In general i get good results (the highest I go is 1024... it is enough for printing and even the Makerbot support was wondering about the very high solution when I ask a question about a problem I had with the extruder. I use NetFabb Studio Basic and in most situations I can solve the problems in it. I do not recommend the online-service, since you just can not see that good what is done and what needs to be fixed. Sometimes I use the Basic repair-algorithm and sometimes the simple one or both and it turns out fine in most situations... The most important thing is to have a very good topology in your model, close all holes and be sure about your normals. Closing holes should always be done straight (do not try doing it with rounded splines... that is not really possible without problems) and use a grid-structure to do it. See you *Fuchur* PS: 128 is not possible because every patch has to be divided by 4 polys (using the existing algorithm) and that will limit you to 4n levels... that is 1 = 40, 4 = 41, 16 = 42, 64 = 43, 256 = 44, etc.
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Perhaps this is a case of the blind leading the blind then. Would you like me to change this topic's title? I'd say not a bad idea. See you *Fuchur*
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Actually it is not even Beta-testing. We are in very early Alpha currently. See you *Fuchur*
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v18.0 mascot Contest - It's that time again!
Fuchur replied to Jason Simonds's topic in Contests/Challenges
...or re-render. Many of A:M splash-screens have not been the same image as the one submitted for the contest. After winning, the pose of the character(s) was adjusted/adapted. Yes, can be done too... anyway be sure it will look good or close to what you have submitted. A character, who looks great in an environment that can not be used for the splashscreen but is not looking good on the splash screen is not really a good choice. See you *Fuchur* -
v18.0 mascot Contest - It's that time again!
Fuchur replied to Jason Simonds's topic in Contests/Challenges
...and still works at that format. (you have to be able to find a nice looking part on the image to be used for the splash-screen) See you *Fuchur* -
Several ways to archieve that: - Lathing (use at least 8 subdivisions): 1.) Lath a two-point spline. 2.) Delete one spline-ring, rotate the other one by 90° and delete one half of it. 3.) Lathe the resulting spline again. - Primitive-Wizard: 1.) Right-click in the modeling-window and choose "Plugin > Wizard > Primitives" 2.) Choose "Sphere in the drop-down. 3.) Set the subdivision-level to 8 (or higher). - Libraries: 1.) Open the Libraries window. 2.) Go to "Models > Primitives" and choose a sphere. (go with 8 or high subdivision-level again) See you *Fuchur*
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You need to ask Rodney about that. He should be able to give you access for that. See you *Fuchur*
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v18.0 mascot Contest - It's that time again!
Fuchur replied to Jason Simonds's topic in Contests/Challenges
I am quite sure I do not stand a chance but you'll have to get ahead of me to get to the top, too . I am currently finalising my entry. See you *Fuchur* -
Hi Will, impressive, IF it really works like that. There are many polygone-decrease-algorithms out there and most are not very helpful. One of the good once seems to be the one from 3dCoat (AutoRetopology) and now maybe Zbrush has a good one too. I'll look out for those... would be very helpful for some stuff. See you *Fuchur*
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Very well done William . Exactly what the Retopology-Tools in A:M are made for and thanks for the nice screenshots in the video showing your process . See you *Fuchur*
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Did you check the normals of the file? Could you send me the model you want to export? (> werbung at patchwork3d dot de) See you *Fuchur* PS: Nur zur Info: Deine Website scheint down zu sein...
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Are you working with v17? See you *Fuchur*
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I think Steffen did a few things to the current exporter. v18 has a few new addition to the exporter but the 5-pointer-thingy should be much better since v16 or something like that. See you *Fuchur*
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What does the obj exporter from A:M do wrong? Exporting is quite ok and importing should be done with troer. The exporters by Arthur can be found in my signature. See u *Fuchur*
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A:M is only useable on one computer with one licence. You cant use the licence on two computers. (till now...) And I think there is a way to make it work with an offline-one too, but you'll have to get in contact with jason about that too. See you *Fuchur*