sprockets Break Room Starship Man and flower Room with open light shining through window Perpendicular Normals gear brown shoe
sprockets
Recent Posts | Unread Content | Previous Banner Topics
Jump to content
Hash, Inc. - Animation:Master

Fuchur

*A:M User*
  • Posts

    5,405
  • Joined

  • Last visited

  • Days Won

    88

Everything posted by Fuchur

  1. Sounds worth a kickstarter campaign . See you *Fuchur*
  2. Go to "Tools > Options > Folders", select "Libraries (lbr files) from the drop-down, click on the Icon for "New (Insert)" (see tooltip) and tell A:M where to search for the LBR-file. After that hit okay and restart A:M. See you *Fuchur*
  3. Jep, Steffen can't help you there... you will have to wait for Jason there. And it will very likely take till monday before he will be able to answer. Sorry, but you may have to talk about it with your wife . I am sure she will understand it and it will be okay, since you very, very, (very) likely get the money back. See you *Fuchur*
  4. The next A:M release will be able to import STL-files as props (and model) too. See you *Fuchur*
  5. You loose all kind of informations with that, for instance: Depth-Informations (however that can be given out as a buffer), Motion-Information based on objects instead of pixels, normals, etc. Some of those can be put out as a buffer but not all. See you *Fuchur*
  6. Pretty danged cool, Rob. Did you try 'upping' your project FPS to some ridiculous amount, like 400 ? For some reason that made them go faster You can do a trick there: Rendering at 50fps (or more) and set the playspeed to 25fps. See you *Fuchur*
  7. Another approach would be an high index of refraction with a geoemtry which allows that... but this will result in longer rendertimes and may be less controlable... See you *Fuchur*
  8. Are you sure that you dont have a 64bit version already? Macs are no longer sold with 32bit-cpus and like that I thought that more recent Mac-versions of A:M are 64bit... (this is only a guess and does not need to be true!) See you *Fuchur*
  9. A:M v17 had quite massive Alpha and Beta-tests so it should not be too buggy, anyway it is not impossible that there are areas which are buggy. Especially Soulcage is digging deep into A:M and may have found areas which can still have ttroubles. Maybe a fresh reinstall after the deadline can solve a few of them, if you didnt do that already... See you *Fuchur*
  10. As a workaround you can go to your model- / action-window again, click on the decal in the PWS with and choose "Recall View Position". Like that you can just restamp the model (if you worked with good groups / actions) and restamp the thing. It is not an undo-function, but it will help a lot to start over. And yes you should make a bug-report at A:M Reports. I doubt that it is really a bug but it is just not a feature but eighter way it should be reported to become one. See you *Fuchur*
  11. If we are all talking about the anzovin tuts, I gathered that they are not intended to be in "public domain". At least that's how it seemed in 2010. But yeah - I think most of the tutorials that are on A:M films should be on Youtube. Much more bandwidth, and of course, exposure. I now uploaded the following tutorials to the server: - Animate v1-v3 - Non-Linear Animation: Proove of Concept But first we need to figure out how to publish them... any further thoughts about that? The other videos mentioned here are still not available for me... we can for instance talk about an FTP-upload. It would be great to be able to do that. Please write me an eMail to werbung[-at-]patchwork3d[dot]de for more informations. Thanks a lot in advance *Fuchur*
  12. ...and here is my signature... see u *fuchur*
  13. hi dont forget about the shiftkey (or was it the ctrl-key?) when klicking on bake surface... see u *fuchur*
  14. Once you've selected both CPs... Ctrl Alt Click on top of them.* AFAIK the CPs have to be on top of each other to reconnect. (That makes sense when you think about it but want to make sure folks know this. It's not like named groups where the grouped CPs can be anywhere.) (Side Note: I don't think I'd ever Alt-selected and moved patches in the UV Editor. Wow. That's amazing easy to move patches around. Have I really never done that before? ) It was not possible before, if I am not wrong... I think Steffen got that implemented for v17. See you *Fuchur*
  15. Tutorials for SnapToSurface. See you *Fuchur*
  16. Really amazing hair and great looking skin! See you *Fuchur*
  17. I think (really only think) that that is correct and that particles in general were not rendered in progressiv-mode before (including v14, v15, v16). (funny thing: Shaded-Mode could always show them quite well . I may be wrong so... See you *Fuchur*
  18. Rodney is right In a few more tries you will be read to go with this in just a couple of minutes . See you *Fuchur*
  19. Yes, there are several new improvements and we need to get those out to the public. I think a few were discussed briefly in Alpha testing but that wasn't open to the general public. As a base line to begin to establish what is commonly known (or perhaps what should be known) I'll recommend the initial write-up by Hash Inc for v11: http://www.hash.com/am2004/Decaling/UV%20Editor/index.htm In particular pay attention to the last paragraph where it says: Adding a CP must be new... I've never done that! It is new... it is one of the small but very helpful features for v17. And as I said: Something other is new too in the UV-editor refering to Steffen... I am not at home now but I will see in my mails what the second thing was. (there is more stuff, but that is not new in v17 but has been around since I think v15 or something in that direction...) See you *Fuchur* PS: it is ALT + Click onto a patch in the UV-editor... this selects the patch in the UV. I think this has not been around before too, or am I wrong? ALT + SHIFT can be used too to select more than one patch and than disconnect it from the surroundings and move it to somewhere else. CTRL + Click disconnects the selected CP if you move it afterwards.
  20. I'd say the spline-layout looks quite good to me. See you *Fuchur*
  21. Hi Rodney, if I got it right, the UV-editor has something new connected to (I assume) the Shift-key than. Maybe it was about selection of patches or something like that... I never came around to test it, but I'll see what it was this evening. See you *Fuchur*
  22. The biggest one is, that you can use the shift-key to add CPs to the selection you already made now. (really annoying that that could not be done before) Another one is, that you can now use the Shift- & CTRL-button (not sure which one) and cut selections of patches in the UV-editor (before you had to do that in an action window...) The changes sound small, but they really can help alot! See you *Fuchur*
  23. Hi! so here it is: Another beginner Tutorial for A:M... PatchWork3d: Beginner Tutorial It is quite large (mp4, about 50 min. 1024px * 604px resolution). Filesize is about 160 MB, but I think it is worth it for a beginner! Let me know what you think. I am covering different things like: - user interface - basic spline / patch principles - some comon questions like: how to connect a shape to an arm > explaining when to use which patches, etc. - what are and when to use hooks - the advantages and disadvantages of peaked vs smooth splines - hooks, lathe, extrusion, copy/flip/attach, a little bit about normals - many many helpful little tipps concering keyboard shortcuts, good practice, etc. And finally we are modelling a spoon in A:M. Hope it will help you to get started with A:M's way of modelling in a better way. See you *Fuchur* PS: It is not my mother tongue so: Please be patient with me
  24. That would be possible... I have 2GB of V-RAM here and 16 GB of RAM, so I should have a quite high amount compared to other with only 256 MB... but it would really eat a lot... I cant see the prop of pixelplucker correctly neighter. See you *Fuchur*
  25. Okay I changed it to "bound to one computer" instead of "software-dongled to one computer". See you *Fuchur*
×
×
  • Create New...