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Everything posted by Fuchur
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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*
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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*
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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*
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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*
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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*
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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*
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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*
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...and here is my signature... see u *fuchur*
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hi dont forget about the shiftkey (or was it the ctrl-key?) when klicking on bake surface... see u *fuchur*
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What key reattaches CPs in the UV Editor?
Fuchur replied to pixelplucker's topic in Animation:Master
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* -
Tutorials for SnapToSurface. See you *Fuchur*
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Really amazing hair and great looking skin! See you *Fuchur*
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Sprites visible in progressive render. Is that new?
Fuchur replied to robcat2075's topic in Animation:Master
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* -
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*
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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.
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I'd say the spline-layout looks quite good to me. See you *Fuchur*
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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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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*
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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
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Transparent materials don't display transparent (v17)
Fuchur replied to pixelplucker's topic in Animation:Master
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* -
Okay I changed it to "bound to one computer" instead of "software-dongled to one computer". See you *Fuchur*
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That is correct. The license is not transportable. Fuchur isn't an employee of Hash, he's just misinformed. I'm not an employee of Hash either, but if you could link me the page that says "hardware dongle" or implies it ( I couldn't find one) I'll encourage them to fix it. interesting... just had a look at wikipedia in english and it seems that u are right. software dongle means a hardware piece by their definition. I often have read the same term to describe a softwarebased copyprotection which is based on a key and / or a string generated by using hardware informations of the computer (mac adress, mainboard identifier, etc.) and using a software to encrypt and see if it is the right one for your computer.. for me the term "hardware dongle" describes for instance an usb stick (=hardware) which is plugged to the computer. in the definition of the english wiki i cant see what a "hardware dongle" is so... an usb stick which needs to be plugged in to run a videocard? anyway what would be the correct term for describing this methode? I am very sorry that my misunderstanding of this terms is causing problems and I will change it as fast as i can if you tell me what would be the right wording. Is it "software keyed" or "software protected" or something like that? For me software defines the method which is used to key / protect something, not the thing that should be protect in this definitions. But if that is just wrong, please let me know. see you *Fuchur* PS: very confusing... if I say something is red-sided I dont mean that red is "sided" or something like that but that the thing (for instance a cube) this is refering to has a red side. Or am I wrong? So for me, software dongles means, that something is "dongled" / "keyed" with a software (protection...) Sorry again if this has confused people... as soon as a I have a better solution, I'll change that on the website. I never intended to confuse or imply something different than A:M has to offer.
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Transparent materials don't display transparent (v17)
Fuchur replied to pixelplucker's topic in Animation:Master
I am not sure... it may have been created in an alpha-state, but I resaved it recently with the newest v17... I thought that it would be an AMD vs Nvidia thing... but if it is working with this project, I dont see why it should not work with the other... Maybe it has something to do with the OBJ? Possible Normals which are saved with the obj or not or something like that? See you *Fuchur* Just tried it with your file and had the same problems. I would suggest to use the obj in wireframe and the patchmodel in shaded-wireframe... that way it should be doable. Anyway this could be a good thing for an A:M report... steffen may be able to see what the difference between our files / projects / whaterver is and may be able to solve the thing that is causing this. I'll write a report. See you *Fuchur* -
Transparent materials don't display transparent (v17)
Fuchur replied to pixelplucker's topic in Animation:Master
I am not sure... it may have been created in an alpha-state, but I resaved it recently with the newest v17... I thought that it would be an AMD vs Nvidia thing... but if it is working with this project, I dont see why it should not work with the other... Maybe it has something to do with the OBJ? Possible Normals which are saved with the obj or not or something like that? See you *Fuchur* -
Transparent materials don't display transparent (v17)
Fuchur replied to pixelplucker's topic in Animation:Master
Hi both, I attached a sample-project of mine. Please see the project and the model and let me know if it is working for you. In there are 3 screenshots of my realtime-views of the chor. Lets see if that looks totally different for you. See you *Fuchur* PS: @Nancy: You need to be careful and know what you are doing. Otherwise it won't work properly, but for me it is no big trouble working with SnapToSurface. It works 99% of the time as I expect it to work... sometimes I need to move the CP I created a gain because it did not snap to the surface for the first time, but it is really very rare that that happens and after moving it a little bit it always works. retopology.zip