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Everything posted by Fuchur
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I am very sorry to hear that.... she will be remebered and may live in ur thoughts. See u *Fuchur**
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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*
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Best wishes and have a nice day Heath! See you *Fuchur*
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Have a nice one Jason! See you *Fuchur*
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...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*
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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*
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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*
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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*
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Have this too with v17f. You may want to make a bug-report for it. See you *Fuchur*
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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*
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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*
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Lets make it easy: Yes you should... you are one of the guys who should really know the best why . See you *Fuchur*
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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*
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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*
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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*
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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*
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Best wishes from me too See you *Fuchur*
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A:M render has a frame counter and two progress bars also, which is plenty for me. The animation is cool of course and shows the spirit of the Hash vision. I guess I'd still like the option to halt the animation, which would seem trivial to implement, so I'll throw it into the ring if I get a chance, in case the developers have a moment to add that garnish. But glad to know the consensus is that there is no serious CPU or video card hit from those animations. Regards, -SB If you are rendering with your computer that will REALLY not make ANY difference... if your computer runs hot it will not be because of that animation but because of the rendering itself. I doubt that you will have problems anyway, since you very likely have a multi-core computer which will not be used by A:M 11.1. See you *Fuchur*
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AO is a very nice rendering-trick, which is often used for product-shots or full-sun lightening-situations... it creates very soft shadows with nicely lit areas. AO in v14 is CPU-based and quite slow... A:M v17 is much faster with real AO and has a plugin called "FastAO / FakeAO" which can fake AO-lightening in close to realtime speed. (GPU-based or CPU-based). Typical AO-renderings are those white renderings with nice smooth occlusion-areas and "soft-shadows" you may have seen from time to time. AO is not fast, but much much faster than for instance Radiosity while for certain situations it can create very nice images too. IBL (ImageBasedLigtenting) is used with AO, but used not a white or single-color way of brightening up a scene but will use an image (often HighDynamicRange-Images) to make a scene look cool. And the best part: You can blend AO or IBL with any kind of standard-lightenting for the best results... See this thread for a few nice images: Lightening Tests See you *Fuchur*
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A:M will change the base-model (without keyframes). If you changed something there that effects the model in your animation, the animation will be changed all the way trough too. In some situations that is totally okay and what you are looking for (because you want for instance to move a hat with the head of the character too) in others this may result in problems. If you delete a cp or add a new one this CP is new to A:M and it can not know what to do with it... (for muscle-mode-animations) if you do assign the new cp to a bone, the animation on the bone will be transfered to the new CP acordingly. The best way to find out what will happen is to try it yourself. See you *Fuchur*
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Best wishes John! See you *Fuchur*
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Have a nice one Karen . See you *Fuchur*
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Elite Force is a Star Trek-game, right? Does it have something to do with that? See you *Fuchur*
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Have a nice birthday Marcos See you *Fuchur*
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A hard edge is not an option? that often looks more clean than rounded edges. (and of course you need to use a good material to judge that "high-dollar-look"-stuff. See you *Fuchur*