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Everything posted by Fuchur
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Hey great news . Yes I did not think of that possibility. You very likely selected "no download, ship dvd" when were buying it, right? I have to remember that. See you *Fuchur*
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Ah, now I understand. Sorry to hear that. Jason will have to help you there. Please be patient... See you *Fuchur*
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The emails will get answered, but you should give them a little time. It will not be answered in half an hour... But again: Please try what I suggested... would be interesting for me to know if this is a way it could be solved. See you *Fuchur*
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I can only speak for the Websubscription-version here, but hopefully it will be the same for the permament version: In general you would see it after buying the software at the A:M store. Additionally you should receive a mail in which it should be noted somewhere. If your spam-filter has blocked it or it has not been shown, you should be able to view it when you log into the A:M store. You can log into your A:M store account by doing the following: 1.) Visit: http://www.hash.com/store 2.) In the upper left corner (in the green bar at the top) you should see a "Log In"-Link. Click on it. 3.) Login by using your eMail-Adress and your password. If you dont have a password please try "Forgot your password?" below that. (Make sure your spam-filter will not block the mail!) 4.) After login, in the upper left corner should be the link "My Account". Click on it. 5.) You should see a table with your Previous Orders. Click next to the one you bought A:M with on "view". 6.) If everything works out, you should see your activation Code there. Hope that helped... if not, you would have to write a mail to support@hash.com to receive it. They are not answering mails on the weekend, so you should get an answer at the beginning of the week. Best wishes *Fuchur*
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You may want to decrease the realtime-option at the hair-material. See you *Fuchur*
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Hi guys and gals... some of you may know it already but now it is placed officially on the hash.com-website: Since 1998 there was no demo-/trial-version of Animation:Master available... In 2012 this has changed: Now there is a trial-version of A:M again! The "new" trial-version is a fully functional version of Animation:Master v17 (32 or 64 bit) which will run for 14 days. So if you have a friend who always wanted to test out A:M or you wanted to show A:M to somebody else before, you may want to tell him/her about this exciting news . For more informations on how to get a trial-version, please read the instructions on this page: A:M Trial Request Have fun and I hope you like it *Fuchur*
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A:M Beginner-Tutorial Modelling (with v17)
Fuchur replied to Fuchur's topic in A:M Tutorials & Demos
Hi Simon, I just recently (actually today) got my new webdesign up and running. You can watch this video-tutorial now online at: PW3d: Basics of patch modelling (the link in the first post has been updated too) See you *Fuchur* -
Happy Birthday ! See you *Fuchur*
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A little too late, but still: Happy Birthday... hope you had a good one! See you *Fuchur*
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Really really nice looking character... love her ! See you *Fuchur*
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Really good and you really got personality into him. See you *Fuchur*
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Love the small guy and looking forward to this piece! See you *Fuchur*
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This maybe helpful too: Basic Modelling Tutorial with A:M v17 Or the old splinemanship-tutorials: Tinman's Splinemanship-Tutorials See you *Fuchur*
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That's good to hear! Is it just the plugin or the program too? Only the plugin... do you have a need for the program in 64bit? I never ran into problems with too less memory with it till now. See you *Fuchur*
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Filip is currently working on a 64bit plugin for 3dpainter... we are currently beta-testing it and till now it looks well... See you *Fuchur*
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Question regarding purchase of never-expiring version
Fuchur replied to MAYAman's topic in Animation:Master
I can see why you are feeling that way, but the truth is: It is just quite unlikely that there will be a CD-version in the near future again. I am quite sure that Hash will give out never expiering licences IF (really only IF) they should close their gates. See you *Fuchur* -
Question regarding purchase of never-expiring version
Fuchur replied to MAYAman's topic in Animation:Master
As said before: It is not because Hash did want to... the software licencing-company they worked with before had gone bankrupt and like that Hash had to go another route. If this would not have happend, we very likely would still have the CD... I'd recommend to buy A:M (by the way as long as I can think back it was not $399 but $299) for $79 on both machines... this would give you a saving of about 140 Dollars compared to the never expiering version. See you *Fuchur* -
Question regarding purchase of never-expiring version
Fuchur replied to MAYAman's topic in Animation:Master
I would find it more reasonable to grant people who buy a 299 Dollar-version one more licence instead of giving it to buyers of the low priced version. This would be okay from my point of view, but we will see. This is all Hash's decision, not mine. This would be the way how Adobe does it. They allow you to use the licence on a laptop and a computer (but not at the same time, but I doubt that A:Ms licencing-system could control that. You would need something like Steam to do that... (>bad)). See you *Fuchur* -
Question regarding purchase of never-expiring version
Fuchur replied to MAYAman's topic in Animation:Master
Lets face it: - A:M's CD was a nice thing, BUT it was quite unique too. Being able to move a licence that easy is not something that is often given by any software company nowadays. (for instance Adobe, Apple and Microsoft (some if not the biggest players in software-market) do not offer that as far as I know at least not at the standardprice. - Many other companies have discontinued the hardware-dongle way of licencing on many of their products (for instance Avid, which uses a software activation-system now too and was heavily relying on USB-dongles before) It is just the way it is done today. And just to mention it: It was a quietly tolerated but in general not a really valid way to use one CD and run several instances of A:M on different computers, AT LEAST at the same time. I can see why people dont like it when they are cut off a something they had before, but in general you should see it the other way round: Hash offered some possibilities for "free" other software companies did eighter not allow at all or you had to pay some (in many cases much) additional money for it for years now. Today Hash is no longer giving that gift (not because they would not like to but because the licence-company went broke and they had to do it in another way)... hard, but their choice not ours and A:M is still very, very inexpensive. Even if you would have to buy 2 licences for a laptop and a pc, especially with the Websubscription. I can understand your frustration, but I can easily understand Hash as well. See you *Fuchur* -
Happy Birthday Shaun! See you *Fuchur*
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I have made a few test with resurfacing a model form 3dcoat, bake surface, texturing it in 3dcoat with displacement map and color-map, reimporting the maps to A:M and rendering it in A:M. It works quite well... there are a few small stones in the way you have to know about, but all in all it is a quite cool workflow. I'll investigate a little more into this, but seems to be a very nice way of texturing stuff and using displacementmaps, etc. 3dcoat is a quite powerful and nice program to do texturing-work too and it is not that expensive... it may be a very good partner for A:M. Attached a few screenshots of my progress. See you *Fuchur* PS: I dont know if I will find the time today to make a video-tutorial on the progress, but I will do one on the workflow and put it on my (then hopefully finally updated and redesigned) website in the next week or something like that. PPSS: For all who didnt know: A:M has a realtime-displacement-view. That means you can see the displacement of a model done by a displacement-map in the realtimeview. Since 3d-coat seems to have by default another default-level than animation:master (or I am not good enough till now to use it which is more likely), it increased the volume of my model in the viewport only. This view has a limited resolution, but for such large influences you can clearly see it.
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Very very nice See you *Fuchur*
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No, in general you do that in A:M first using BakeSurface (or you can use 3dpainter to do it, because it is using the spline-data directly) but you need to do it with the splines BEFORE exporting the final mesh. With editing the mesh in the other application: 1.) Create a model in A:M or anywhere you want. 2.) Export to OBJ and import it to 3DC or whatever voxel-application / sculpting-package you want. Now you can change the polygones and use voxels and micropolygone-modelling and so on. 3.) Export it again as an OBJ from that application and import the obj as a prop. 4.) Use Resurface / Retoplogy in A:M to make a spline/patch-based model. 5.) Use Bake Surface on the model to create UVs to be used in the painting-application. (can be 3dCoat or ZBrush or 3dPainter or whatever you want) 6.) Export it again as an OBJ from A:M (now with UVs). 7.) Use the paint-features of the application (now you can ONLY change the textures on the model. if you change the polygones / add or remove polygones (by using voxels, micropolygon-modelling, etc.) the UVs will no longer work.) 8.) Export the textures from the application (in 3d Painter you just hit "Save" for that, in 3dCoat you export the model as a whole which will create an OBJ-file and external texture-files. (the obj is not important, it is all about the image-files here) 9.) If the name of the files has not changed just copy and paste them to the folder A:M is referenzing the model from if yes, rename them first or use A:M to change the texture-files of the decals. (this is the better way, since like that the refreshing will never be a problem). Like that you can use any kind of modelling-method and texturing-method you want with A:M. If you don't need to use micopolygone-modelling / change the model in any kind of way in the other application other then the textures the workflow is like this: Without the need to edit the mesh in the other application: 1.) Create a model in A:M. 2.) Use Bake Surface on the model to create UVs to be used in the painting-application. (can be 3dCoat or ZBrush or 3dPainter or whatever you want) 3.) Export it as an OBJ from A:M (now with UVs). 4.) Use the paint-features of the other application (you can ONLY change the textures on the model. if you change the polygones / add or remove polygones (by using voxels, micropolygon-modelling, etc.) the UVs will no longer work.) 5.) Export the textures from the application (in 3d Painter you just hit "Save" for that, in 3dCoat you export the model as a whole which will create an OBJ-file and external texture-files. (the obj is not important, it is all about the image-files here) 6.) If the name of the files has not changed just copy and paste them to the folder A:M is referenzing the model from if yes, rename them first or use A:M to change the texture-files of the decals. (this is the better way, since like that the refreshing will never be a problem). Viele Grüße Gerald
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You can of course use retoplogy (in 3d coat and / or A:M, while 3d coat has very advanced retopology features they are still no splines) The workflow would be to model a base-figure in A:M, advance it in 3DC reimport it to A:M to retopology it and than paint it with this method shown here. See you *Fuchur*
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See my signature. It is not a direct way and not perfect, but still better than nothing. I'd love to see a real FBX-exporter too. (or Collada) See you *Fuchur*