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Hash, Inc. - Animation:Master

Fuchur

*A:M User*
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Everything posted by Fuchur

  1. Jason wanted to check on the permission first... in general: No it is not a good quality. You can see what is going on but that it is. Till now it is only on the FTP-server (not freely available if i am not wrong) See you *Fuchur*
  2. just to mention it: it is not as anybody else hasnt used such techniques before... there actually are software packages which had more or less equal approaches already built in. and there are other spline tools available too... am is a very good one but jpatch spatch and shade are using mainly splines too... A:M is the best to use because it has a great workflow... that is A:Ms strongest point. ...and... You say that like it's a bad thing. The advancement of the competition and furtherance of technology is a good thing. Advancement helps everyone. Competition keeps prices low so that customers can access technology that is prohibitively expensive. Only time will tell the tale but it's obvious to me that A:M is here to stay. How many other spline drawing options are out there waiting in the wings? None. Zilch. Nada. Nothing. In this regard, A:M has no competition. A:M is that unique. And herein lies the beauty of the thing. As competition gets closer, A:M's life doesn't get harder... it gets easier.
  3. From the change log, Steffen already got it worked out and in v17a it should work again, see #0006210: - 0006208: [Installation (Intel)] The installer does not write shortcuts to the right path in windows 7. (sgross) - erledigt. - 0006203: [_Other] Characters with properly centered spines for distribution (sgross) - erledigt. - 0006225: [Rendering] Bulb type light position changes AFTER rendering with multipass = ON (sgross) - erledigt. - 0006212: [Realtime] For some projects / props realtime transparency is not shown corectly... (sgross) - erledigt. - 0006226: [Lighting] Deleting 1 bulb light from chor (with 2 bulb lights) sometimes causes crash, but always renders wrong (sgross) - erledigt. - 0006223: [_Other] Props which are saved in a chor which has been exported and imported again will import a second time... (sgross) - erledigt. - 0006224: [Constraints] Props which are attached for instance with a OrientLike in a Chor will loose the constraint-relation after reload... (sgross) - erledigt. - 0006220: [Bones/Rigging] AM v17.0 crashed when I tried to complete the 2008 Rigging on a model (sgross) - erledigt. - 0006213: [Relationships/Poses] Bone visibility keys are not saved in the negative percentage range of a pose slider. (sgross) - erledigt. - 0006179: [Rendering] Background Noise on Render (sgross) - erledigt. - 0006210: [Interface] Missing Icons In PWS (sgross) - erledigt. - 0006201: [Rendering] Artifacts When Rendering Image Sequence To File (sgross) - erledigt. - 0006204: [Constraints] Path Constraints fail when a project is reloaded (sgross) - erledigt. - 0006200: [Modeling] Bone crash (sgross) - geschlossen. Sorry, German language in Mantis (A:M Report System). - geschlossen = closed. - erledigt = solved. See you *Fuchur*
  4. there are exceptions of that rule... facial animation especially lip synchronisation can be jelpful with that... yes i see that it is aliitle against "make it look good when u see it and only from that perspektiv but if you change something later on it can be tricky... see u *fuchur*
  5. Sounds worth a kickstarter campaign . See you *Fuchur*
  6. 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*
  7. 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*
  8. The next A:M release will be able to import STL-files as props (and model) too. See you *Fuchur*
  9. 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*
  10. 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*
  11. 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*
  12. 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*
  13. 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*
  14. 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*
  15. 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*
  16. ...and here is my signature... see u *fuchur*
  17. hi dont forget about the shiftkey (or was it the ctrl-key?) when klicking on bake surface... see u *fuchur*
  18. 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*
  19. Tutorials for SnapToSurface. See you *Fuchur*
  20. Really amazing hair and great looking skin! See you *Fuchur*
  21. 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*
  22. 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*
  23. 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.
  24. I'd say the spline-layout looks quite good to me. See you *Fuchur*
  25. 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*
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