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. At least in my version (17.0) I can drag it into a modelling-window. See you *Fuchur*
  2. Thanks, I didn:t knew that. Thought Cuda would be necessary for all gpu rendering. Wonder why the Octanepeople exclude all the rest? I think mostly because CUDA was available before OpenCL-standards were and the Octane programmers were some of the first who used GPU-power for rendering, so they used the technology they had. Now it is harder for them to rewrite the render-engine, especially since it is explicit written to work with CUDA-commands and not very open for other GPU-command-sets. CUDA may be a little faster too, but I doubt that this is because CUDA is better but because Nvidia's implentation of OpenCL is just a little slower than ATI's (because they want to push CUDA instead). But this is only guessing... never did a 1:1 test (which is hard, because you cant run CUDA on ATI... so you need the exact same computer with different graphiccards which need to provide the same performance from ATI and Nvidia, which is close to impossible... Anyway both technologies are (in the right circumstances) much faster than CPU-renderings... See you *Fuchur*
  3. Easy: I dont own a Nvidia-Card but only ATI-graphic cards as many other people do too and creating a "feature" which can not be used by 50% (or more) of the users (since ATI is often faster for games and is often less expensive people like to buy AMDs) while there is an alternative which can handle both manufacturers, it is just a logical choice for A:M to use something that helps potentially 100% of the users instead of 50%. In general I like standards better which are supporting as many systems as possible. CUDA has advantages (tends to be a little faster) but it just has too many disadvantages in the other direction and OpenCL has other advantages too (for instance you can access CPU-power with the same commands too, which is not possible with CUDA), it is widely useable, etc. See you *Fuchur*
  4. Try to click ones in the modellingwindow on the selection of the cps and copy now. If you just click on the group in the PWS and copy there too, A:M will only copy the group but not the content of it. If you select the group in the PWS and click than once on the selection of CPs in the modelling-window and copy again, the geometry should be copied too. See u *Fuchur *
  5. I cant help there much, but yes I see the potential... (I am a webdeveloper with advanced skills in PHP, JavaScript and MySQL and quite basic skills in Java and C, but not with C++ which A:M is written in.) But I would not go for Octane... While it is a nice renderer, it only support Nvidia-Cards and that is a no-go for me. There are alternatives of course, like the Indigo-Renderer or even more promising Luxrender. Indigo-Renderer is more used in an architectual context and is a little more expensive but is a full blown ready to use openCL- and Cuda-based renderer. Luxrender is free and uses the GPL-license with a C++-API, has a currently developing OpenCL implementation (useable by Nvidia and ATI-cards) and is a nice looking renderer. So if I could vote (which I can not) I would vote for Luxrender to be connectable to A:M. It is available for Windows and Mac (and Linux, so that is not that important for A:M). OpenSource and free for commerical usage means no license-prices and no additional costs for A:M users. Sounds like a great deal to me. We will see what the future brings... It could be a great addition, if it can be combined with A:M. See you *Fuchur*
  6. Hey, do you have a paypal-account? I'd like to support your animation-project, but I can not use Amazon Payments (provided by kickstarter) since I dont own a creditcard. (just not needed in Germany since we have a EC-Card with any bank account and no charges which can be used for buying things in all over Germany... (actually all over Europe)) See you *Fuchur*
  7. Just to make it clear: Threads have nothing to do with Realtime-displays. Threads (Multithreading) are not used for Realtime-displays in A:M. It was used for other tools in A:M and it was tried to use multiple threadings for final rendering. See you *Fuchur*
  8. The 2.2 is quite creepy and I think it is the look you want to get. 3 is too bright... there is no longe a real shadow anywhere and I can see every detail. The animation looks good. For the images before those: I have the same problems as the others. very very dark (close to not at all visible). I'll try it at my workcomputer, where we have calibarted, professional monitors for graphics-work. But in general they behave more or less like my semi-pro Dell Ultra Sharp. See you *Fuchur*
  9. At most 10-15 mins if you ask me See you *Fuchur*
  10. I am very sorry to hear that.... she will be remebered and may live in ur thoughts. See u *Fuchur**
  11. Very nice find... Something I was always wondering about was these additional buttons "Biased Normals" and "Perpendicular Bias" in the Add-Toolbar (at least you can add them there if they are not available using Tools > Customize. They do something to the objects you are setting them too, but I am not sure what it is and what they can do for the artist.... maybe this can help too with the smoothness of an object. See you *Fuchur*
  12. Best wishes and have a nice day Heath! See you *Fuchur*
  13. Have a nice one Jason! See you *Fuchur*
  14. ...and if you are happy with the selection of curves you can fix it at the upper left corner of the timeline-window and it will always show those no matter which other channels you may have selected in the PWS. See you *Fuchur*
  15. Still looks great... maybe you could use cookie-cut-maps with dynamic constraints between his ears to get the little bit of hair there... See you *Fuchur*
  16. One of the draw backs of direct3d for me was, that I did not get decals to show up in realtime-views with Direct3d. Other than that, there was not much to worry about... But this very likely highly depends on the graphiccard... there are some which are better with opengl, some which are better with direct3d (not to be confused with directx) and you just have to try it out... See you *Fuchur*
  17. Vista is the worst OS I have been working with... I'd say get an update to win 7 as soon as you can . Other than that: A:M Reports is the place to give bug-reports... you need to be VERY specific there, so Steffen can understand you and reproduce the behaviour (otherwise it is very very hard to resolve your problems. See you *Fuchur*
  18. Have this too with v17f. You may want to make a bug-report for it. See you *Fuchur*
  19. Are you in bones-mode? If so leave it and go to modelling-mode. Than it should use the setting set in "Tools > Customize > Appereance" See you *Fuchur*
  20. You may want to check if A:M has access to its own folder to write to. Do you see a master0.lic-file in the installation-folder of A:M? It may be that you need to run A:M in Administrator-mode to let A:M write to the folder, depending on your settings. See you *Fuchur*
  21. Lets make it easy: Yes you should... you are one of the guys who should really know the best why . See you *Fuchur*
  22. Hm, since you are not changing your computer-hardware it may be that you can do that. In any case: Save your master0.lic-file (can be found in your installation-folder of A:M) to an external harddrive to save it. You will need to put this after recovering and reinstalling of A:M into the A:M folder before starting A:M. If it is not possible, you will need to get in contact with Jason / support@hash.com to get the licence reassigned to your "new" computer (the new host-id it will have, if something changed). I think it should work without reassigning, but we will see. See you *Fuchur*
  23. Nothing. Splines are converted to polygones in shaded-view, since graphiccards can not show splines directly. But you can increase the subdivision-level by hitting "Page Up". Like that it will becomes smoother or less smooth (page down). If you feel a slow down, you may want to use a lower subdivision-level. This level has nothing to do with final rendering and will only affect the shaded-view. See you *Fuchur*
  24. It can be used on both, but a licence will stay with the computer you have it installed on. Today I think it does not matter that much if you are running it on a Mac or a Windows-computer but a few years back it was better running on the PC. (if you can repeat the crash, please let us know about it! > http://www.hash.com/reports) In general I experience very few problems these days... but if you've got one report it with a detailed description abd it will get solved in a few days. See you *Fuchur*
  25. You can use one RS for that, but I would not recommend it... If you need to delete one thing or edit keyframes, etc. it can be tricky and it will very likely be hard to separated the influences of the different rotations/etc. from eachother. See you *Fuchur*
×
×
  • Create New...