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Everything posted by Fuchur
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Finally found the time watching it. I liked it. One thing that bothered me however is the extremly fast movement of the head and the chin at the same time. In combination with the bump / rouhness / (whatever you used there) it is a little distracting. I know that it looks more like a puppet then, but it is jut too fast for my brain. Only doing it on the chin or decreasing the bump/roughness could get rid of that effect. Anyway: I liked the story-telling, the jokes are sometimes really hilarious and the characters are really captured very well . Good one! See you *Fuchur*
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That is what retopology is all about. You need to define the spline-continuity... that is, what it is all about in the end. See you *Fuchur*
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Yes, you can do that quite easily. I tried it with poly-models up to 200.000 polygones (if I am not wrong). See my website for a video-tutorial on it. See you *Fuchur*
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Booleans? I remember (very deep somewhere in my head) that using two booleans above eachother will invert them, right? (maybe I am confusing it with another software) See you *Fuchur*
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Jep you need to be careful there. In Modelling-window, you can easily use the lock and the hide-feature to solve those problems. Somehow it is much harder for A:M to calculate it in the modelling-window. I am not sure why this is the case. Steffen can tell you more, but this is a known thing. In general, you need to be aware which surface you are at with your mouse. See you *Fuchur*
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What you did wrong was this: In the chor, go to your PWS and click on your empty patch-model. Then click on the "Modeling-Mode" (F5). If you now click on the Add-button, you will create new CPs in the empty patch-model while being in the chor. That is the way that should be used for polygon-models as references. ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// Snap-To-Surface is also very helpful for creating for example cloth for characters, etc. For that you can use Snap-To-Surface in the modelling-window. First model you character, then use Snap-To-Surfac ein the modelling-window too model cloth fitting the body. Info: Note that you can set a distance-value for the snap-to-surface-tool now (I think from beta 4 or 5 on). The Option for that can be found at "Tools > Options > Modelling > Snap to Surface Offset". Hope that helps a little. See you *Fuchur*
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Here is a video-tutorial about it: Video-Tut: Snap-To-Surface in A:M See you *Fuchur*
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still should not happen so i am not sure... how does the end result look? maybe it is a technik to avoid rendering pixels several times? *Fuchur*
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What is your AO-Quality-Setting? that will create the noise. if you go to 85-100% you wont see that any more. Maybe you can even go lower. It can be set at the render-settings. See you *Fuchur*
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SSS faster now. Give your old PRJS a test (v17)
Fuchur replied to robcat2075's topic in Animation:Master
...and the coolest thing: SSS never really worked for me... I used the final-rendering-dialog and rendered SSS with it and the group was the last in the list and so on and still I got a black rendering... but that changed with this update . See you *Fuchur* -
Here it didn't, V17 beta 03 here Try beta 04. See you *Fuchur*
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...and there is a wiki-entry in the english Wikipedia. See you *Fuchur*
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Should work now... recently tested it and it did what it should. See you *Fuchur*
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The Passing of a Titan (Paul Forwood)
Fuchur replied to Paul Forwood's topic in General Announcements
Very very sad... he was a great guy. Thank you very much for your words... most of us would not have known what happend otherwise. Deepest sympathy to you and your family... we will always think of Paul in a good way. *Fuchur* -
Very very cool . See you *Fuchur*
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Just received it . Seems like the toll station had a look at it and like that it needed a little longer. I cant watch it right now, but I am looking forward to see it this evening! See you *Fuchur*
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Till now I didnt receive it... but I'll wait a little longer . See you *Fuchur*
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Happy birthday!
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Is it only connected to this scene or to all scenes? In case of all scenes you may want to reinstall A:M, to be sure. Make sure you copy your master0.lic-file to a save place, uninstall A:M and reinstall it again. Then copy the master0.lic-file to the folder. If this does not work, you may want to make a bug-report. Steffen is hunting the rotoscope-bug for some time now and while he solved many causes already, there may be other onces too... See you *Fuchur*
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A:M Community Chat, Video Tutorials and other Resources
Fuchur replied to Rodney's topic in Animation:Master
I don't recall needing to type "Web Subscription". When does that come up? I think at registration to the Community-window you get asked about that... I run into that a while back, but somehow I could solved it... anyway it may be a good subject for a A:M Report. See you *Fuchur* -
Hi, you are really sure, that you didnt press the number lock-key by accident, right? That one is often causing this... I highly doubt it is a problem in A:M (I can't preclude it totally of course, but it would be something everybody should be experiencing at a very early stage and I cant believe that it has not been found before...) Do you have any Function-keys on your keyboard that may have been pressed (often a blue F or something like that) I cant test it with exel, but maybe it is cleve enough to see the right inputs anyway... See you *Fuchur*
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Conserning The Motion Of Bones With Dynamic Constraints
Fuchur replied to markw's topic in Work In Progress / Sweatbox
I think what you may be experiencing/describing is that the dynamics look, playback differently in REAL-TIME, and scrubbing compared to the rendered version? Yes there is a difference. (ver16b 32 bit PC) However, I do not believe there is a difference in RENDERED imagery, whether the dynamics have been baked or not. The computation looks the same to me. It also doesn't seem to matter (in this small test) whether it is multipass ON or multipass off Your best bet is to bake your dynamics and then check the interactions, appearance of your animation in real time with the baked dynamics. Make your tweaks according to that. Then go to render. One of the biggest problems with OpenCL is, that different implementations result in different results. (only slightly, but for a rendering-application a difference of 0,0001 makes a huge difference, especially if this result is used to calculated further on. CPUs are not the same neighter, so baking is a better idea... what you do afterwards with the channels / keys is then your decission... See you *Fuchur* -
Should be possible to do. Just set the ease-value to a different value so they start at different positions. Did you set "Has Stride Length" to on and did you set the step-width as described? See you *Fuchur*
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Really cool See you *Fuchur*