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Everything posted by Fuchur
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Looks great! Very nicely done! Thanks for sharing and thanks for doing it *Fuchur*
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Very fun to watch! Very well done guys! *Fuchur*
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You have to use another version of tsm. (by the way: originally tsm was developed for A:M). You can find it here: rigging forum about tsm See you *Fuchur*
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Yes there is a new version. The subscription-version doesn't need the CD to be in the drive. This one however can only be used on one computer for one year. After that you will have to buy a new subscription to make it available for another year. You will be able to update your version while the subscription is active to the newest version available so (including major releases). But just to say it: Many users used A:M for years and years (including me) and didn't have any problems with the CD. See you *Fuchur*
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As others said before... importing can take hours and the Taskmanager does misinterpret that. (normally I would not really recommend to wait as long... if the polygone-import really takes that long, the model will not be useable in A:M anyway... I imported several OBJ-files to A:M just fine. I think they improved the export / import in v13. BUT if you are importing high polycount-files you will have to wait and it is unlikely that you will have much fun with the converted models. A:M is just not made to handle such amounts of patches. These files can however be imported as props. A:M can handle many polygones there, but they are static than. Hope that helps a little. Basicly, as many have pointed out: Importing high polygon-counts is a no-go. Importing lowpoly-objects will take a little but work out just fine with a little readjustment. See you *Fuchur*
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Just because of Cuda... otherwise I can't confirm that... Never had any problems with ATIs... anyway, a GTX 480 should work great. See you *Fuchur*
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It is the girl on the bull. *Fuchur*
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Please render to TGAs, PNGs or JPEGs first and after that use A:M or Super or some equal software to produce the final output. That can be done by importing the image-sequence and export that as a video-file from A:M. It will help you with many problems, will produce solid and reusable results and you won't loose anything when the rendering aborts at some point. See you *Fuchur*
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From me too! Happy Birthday and thanks for all you are doing! See you *Fuchur*
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I think (but I am not totally sure) that you get an subscription with the CD-version too... So if you buy a CD-version, you can use the subscription for one year to not having to put in the CD in the drive... After the year you have to use the CD or resubscripe so. See you *Fuchur*
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Are we talking about Vista or Windows 7? See you *Fuchur*
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Hi Manta, he is talking about reduced rendertimes per core. (v16 with Netrenderer can use more than one core which will result in even faster rendertimes for animation-output). There are many other operations which have been optimized too of course, but we can't compare these as easy as rendertimes since they are most often very fast anyway. Finding patches is optimized and using multiple cores and so on... You will find a huge amount of new features and you will find A:M to be more stable than before. The interface has not changed (much) and you will be back in action in no time . Welcome back and let us know what you are doing! *Fuchur*
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A reflectivitymap is only driving reflectivity value of a surface (so at which point the surface should reflect how strong) through a greyscale-texture. An environmentmap fakes something that is reflecting with a color-map. A:M is not creating an environmentmap on the fly when you bake the material. It will create a map, which drives the reflectivity (defined in other decals or surface properties of groups / models) See you *Fuchur*
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Sounds cool! Thanks for the test... I will have a look at octane.... See you *Fuchur*
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... or if you need to, delete the "User Property"-folder under the pose in the PWS to get rid of that data afterwards. See you *Fuchur*
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Don't worry, it only takes 15 years to get up to speed. Eleven is enough too to know that ... Seriously it is gettung easier and easier once you know the possible spots in A:M. *Fuchur*
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Could that be a filterproblem? Like selecting all x channels in the chor? Etc. ? All the channels are different right? *Fuchur*
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Use an Aim At for the camera, keep the view more or less static with just a small slide to the left or the right. This will create a nice effect with small affords... this is a technique used for 2d-animations for years. Years ago I wrote a small tutorial on this with an hamster and some kind of santa-slider. See you *Fuchur*
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If you cant find the blackies, just move the model in an action using the bones you assigned. After that you can easily see in which region the problem is. Than go to that area in the modelwindow, click into an empty space in your modelingwindow and you should see what is happening. Still no luck? Go to bones mode, hit "CTRL" and move the bone that is near to the problem-area. That will although move the coressponding CPS (and change the model!). Make sure that you know how far you moved it to be able to bring it back to its original position! That should give you the possibility to assign the bone. After that you can move the bone holding "CTRL" and you are done. See you *Fuchur*
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You know that you can use tabs for poses and combine several poses in one new poses, etc, right? But hey, just do it the way you want to do it... I see why it can be fast to use onscreen-controls, but normally my screen is that crowded already, that I am happy to not having more stuff on it. Posesliders are always easy to access for me, easy to move and with the right setup (which is heavy eighter way) they are very powerful and be brought down to only a small list of pose-sliders needed. See you *Fuchur*
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Yes .... but why would anyone want to? .... The more I look at other programs, the more convinced I am that A:M has a vastly superior constraint and animation system ... for those who know how to use it ... I'm with you! I don't see much there that we're not already doing and I don't see anything that we can't do. I never understood why people want to have such a thing like a "on screen" face control. Why not use pose-sliders? They are an really elegant way which is easier to handle because they are not somewhere in the 3d-space... But if someone wants to do such a thing, why not just do it? See you *Fuchur*
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Exactly... that (and some other reasons) is why germans have much less trouble learning English than for example french people. *Fuchur*
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Hi jake... A good one! Some closeups from a different angle would be good but it looks professional and well done anyway. What about a gradient in the background? See you *Fuchur*
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Go to Render Options, select Shaded for Quality and then "Show backfacing polys" will appear as an option. Thanks for the replies guys. I've turned it off now. I maybe should have said I'm on a Mac using A:M 15j+. I mention this because under "Render Options" there is no option labeled "Shaded" (See attached screen shots). So I just went through double clicking on all the options. It turns out the prize was behind the "Real-Time" KeeKat! Hope this helps others who might go looking for this particular Off switch. You need to click on "Advanced" to get full control... I highly suggest to use Advanced-Mode instead of Preset-Mode. It is just more adjustable. See you *Fuchur*