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Hash, Inc. - Animation:Master

Fuchur

*A:M User*
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Everything posted by Fuchur

  1. Didnt hear anything for a long time from him, but nevertheless: Best wishes Marcel! See you *Fuchur*
  2. An environmentmap should help to create the illussion of reflection without too much of a rendertimehit... See u *Fuchur*
  3. And anytime I watch it, I just can say Wow! again... *Fuchur*
  4. Very nice, I have been into Expressions in other programs, but never had much success with the once in A:M. So seems like I should have a look at them again . Best wishes *Fuchur*
  5. I think you could bake the sprite-system and put all the velocity, gravity, etc. things to 0 afterwards. That may help, so I still say: Use Hair-system for that... it is more or less made for that. See you *Fuchur*
  6. I'm no expert, so my recommendations are suspect, Rusty. I like him. The thing I'm thinking is that the shine could be muted some and then maybe some SSS for the skin and slight transparency on the hair. Great stuff! SSS should be a start and you could try another lightening. AO coul dbe a start too. See you *Fuchur*
  7. Get a PC! Ouch..OW...ugh! Sorry! I should have said more control and not have any virus issues... but we digress... get linux... mac viruses are out there... virus detection software? not many... See u *Fuchur*
  8. yayyy! Please tell us what you did, so that it can help someone else someday. As I said in the posts you linked me too: -download software -do the 'get info' on the "Animation Master 16" folder (not just the application) -Set all the permissions for everyone to 'read and write' (I set this for all users just in case) -Launched A:M and put in the activation code -Happy Dance.... Yep, that is how it has to be done... A:M needs to be able to write to the folder it is in. Otherwise it can't write the licence-file and like that it will look like it never has been activated... See you *Fuchur*
  9. Just to make sure: There are no internal patches somewhere in there, right? See you *Fuchur*
  10. Hi Douglas, find it here: Link See you *Fuchur*
  11. As far as I now: Not possible... A:M only supports up to 32bit-output per channel with OpenEXR. Actually I hear for the first time of 48 bit images. What do you need that for? 32bit is already a very large color-space / dynamic-range... See you *Fuchur*
  12. Very cool looking character! NIce setup and good lightening... all you need for a great short See you *Fuchur*
  13. There is so much, I can't remember of what is all new in A:M v16 compared to v12. Be aware, that since v13 A:M is using a new structure in its model-files (and others too, including the Plugin-files, if I am not wrong), so that you can import v12 files to v16 (never had any problems with that), but you can't import v16-files to v12. FastAO is a new and very useful plugin available from v15 on. It simulates Ambient Occlusion very fast. But since you not even got AO in v12 (I think it was introduced in v13, so I am not sure)... Was 3dPainter available for v12? I am not sure... it is a nice programm that can be bought additional to A:M which gives you 3d-painting-possibilities... Facial Motion Capture is possible by using A:M Track, another nice programm. Beside the pluginsThere is SSS, AO, IBL, Multicore-support (to a certain amount), a new 64bit-version, Netrenderer, Fluid-Particles, Newton Dynamics, an NLE, OpenEXR-support, A:M Composite, STL-Export, DirectX-Export, countless bugfixes, better hair-particle-shaders (you've got the hair-system, right? think it was introduced in A:M v11), some very useful new shaders, support for 3dconnexions 3d-controllers, and so much more, I cant really remember all of the new features. v12 > v16? You will never ever regrad that. See you *Fuchur*
  14. I think this has been addressed by Steffen... at least it is in the change log... *Fuchur*
  15. It should not be created in a model but as an own object. After that drag and drop the material on it and drag the material effector from the object-folder to your chor. In there they will appear looking a bit like a bulb-light. bring them near another object so that the influence-area of it will touch the other object (ie. the ground). Now use the blue rendering-button (final-rendering) to get an output. Hope it helps... The biggest drawback of material effectors (they would be wonderful it they wouldnt have that) is, that they will effect anything they touch... you cant specify something like a "material effector list" (> lightlist) which will tell them which models should be effected... See you *Fuchur*
  16. It can be created like a new model or light. Rightclick on the object-folder and go to new > material effector. After that drag a material on it and put it in a chor... *Fuchur*
  17. Do I want to know how many patches that has or would I only be depressed? See you *Fuchur*
  18. Yes, he is one of the coolest guys Best wishes Arthur! Have a nice day and a cool party! *Fuchur*
  19. Cool stuff DarkWing! I like it very much... See you *Fuchur*
  20. Best wishes... We all do Rodney... See you *Fuchur*
  21. Cool, that one is new to me . Thanks Nancy! *Fuchur*
  22. Normals are facing in the right direction right? In general not. A problem but just to be sure... *Fuchur*
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