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Everything posted by Fuchur
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I don't know... I've noticed a very subtle difference in shading when normals are facing the other way. When two opposite flipped patches are next to each other, correcting it can actually be noticeable. Random lathe object; two renders: one with normals facing in, one with normals facing out. Subtle shading difference. (animated GIF) Interesting test... it is really a small difference and I am quite sure you would not notice it in normal situations, but it is there... *Fuchur*
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QT is "just" a GUI-Framework like GTK+ or wxWidgets which allows you to programm interfaces with some predefined classes and helpers, but in the end you are using C++ to use it... Using web-languages for GUIs is much easier for me, since I have several years of experience with that and only very limited once with C++. (a little bit more with Java). See you *Fuchur*
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Thanks for the tool! Will be very handy . I am curious about Titanium Developer... any tipps on who to get started with that tool? Javascript, PHP, CSS, HTML are all no problem for me... learned the basics Java during my study too. See you *Fuchur*
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Hm... normally only backfacing normals of 5-pointers are bad. The rest should not really make a difference for rendering (if you are going to use it as a game-model it is something totally different...). Fine looking lady by the way! So back to extruding... it depends in which direction you extrude something... that will although determine, if the normals are facing in or out... Refind normals is not going to be very helpful... it is not for fixing "wrong" facing normals. For that there was a plugin from Steffen, which determined if normals should be flipped by the surrounding patches and their normals... it is not perfect but it can help! See you *Fuchur*
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Have the best day John! Happy birthday! *Fuchur*
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Just wanted to ask if there is something new about the contest / contest result? See you *Fuchur*
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Cool Stuff! Looks very well done! Keep on rocking See you *Fuchur*
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I guess, that the second camera is much nearer to the patches than the first one, right? That will increase the rendertimes, because A:M has to calculate at a much higher accuracy... See you *Fuchur*
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Undo has some drawbacks that I try to avoid. For example: Apply a texture to a patch and delete the patch. Now try to undo... the texture and stamp are still there in the PWS but you wont see them on the model. I think A:M just creates new patches based on the properties of the old once but can't really recreate the patches themselves. (Easier to understand: If a car (#1) is damaged you can buy a new car (#2) which has exactly the same attributes, looking exactly the same, parking at the exactly same spot but it is still another one...) Like that the stamps don't have the right informations where to place the texture and like that it is not visible. It tries to set a texture for #1 but #1 is no longer available... I think undo can't connect #1 and #2 to eachother and like that undo is not always useful. I rarely use it... Hope this is understandable and since it is just a guess I hope it is correct. See you *Fuchur*
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v16 although offers mdd-animation-export and I think Steffen had a look at the OBJ-exporter too... so it should export a better material file now too... I didnt test that till now so. This would bring out all the animations, but without bone-data. (the animation is saved on a vertex / CP-base. *Fuchur*
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Did you save in several versions? If so, you can reload an old version, rightclick on the group, choose "Create Material from Surface properties" (or something equal). Now right-click on the new material and choose "Save as". Save it out and close the project without saving. Next reopen the latest version, rightclick on the materials-folder and choose "import". navigate to the position of the created *.mat-file and import it. Now just drag and drop the material on the intended group. See you *Fuchur*
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thanks the theme is just to say hello simplified to put in evidence the character Do you plan to add displacement or normal-maps to it? It could be the winner with that See you *Fuchur*
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MDD can be used to export animations on a cp-base. That means you can for example export an OBJ-file and attach to this obj-file in another 3d-software the animation. It is not editable and doesnt have a bone-hierachy, but it is quite near to the results and you can use A:Ms toolset (including smartskins, etc.) to animate characters (or whatever) and use it for example in Realflow to simulate the waterfall flowing around it... Has been introduced for the Soulcage Department so they are able to use a fluid-simulationsoftware with A:M. See you *Fuchur*
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Maybe something like ScreenStream would be helpful? I just say: TeamViewer... Can't imagine that there is anything better available... It can be used to prasentate and control (with rightmanagement, passwords, etc.) any computer... very very helpful, doesnt have to be installed, free for personal usage, etc. See you *Fuchur*
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Just had a look and it is in the 64bit-version. Dont know if it is in 32bit too.... Anyway: Is there a reason why you are not using Sweeper? See you *FUchur*
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...or use two different models. *Fuchur*
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Sorry HomeSlice - saw only just now that you asked that. Motherboard is an Asus M4a89GTD Pro. (nice one) AMDs are only much slower than these 1000 Dollar processors of Intel. For the same bug you get the same or more power (since AMD is quite inexpensive, the i7 950 for example costs more than the 1090T and is only a 4core-system. 1090T is a 6core and less expensive at a more or less equal speed per core and more cores... this depends on the application of course, but especially for A:M this is true). But keep in mind: Mine runs at higher GHZ and is slightly overclocked. Compared to that, bentothemax has a faster system... Maybe because of the RAM he has... mine runs only at 1333 MHz. See you *Fuchur*
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Jep... use slightly other settings... I had such a problem a year ago or so... it happens only in very certain circumstances... Connected is the Falloff and th Width of the spotlight. *Fuchur*
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Very well done Will! I like the style and the colors and textures are really great! See you *Fuchur*
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Jason (-at-) hash (.) com Which one? Or is either acceptable. Both should work... *Fuchur*
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Yes but I would not recommend it... it can result in creases easily... If possible try to insert a 4 point-patch inbetween... See you *Fuchur*
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support (-at-) hash (.) com See you *Fuchur*
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Oh okay yes that is an option too... See you *Fuchur*
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In general you use action for circleable animations. That means yiu dont move a chatacter as a whole or at least bring it back were it started... The moving of the whole object is done in the chor. There is an option to translate to the next action but this is linear and will very likely not be what u r looking for... So sorry: you will have to restart with the actions or you delete the parts which move the whole body around. Use actiond for walkcycles or repeative animation not for cinematographic once... Thats for what the chor is available... *Fuchur*
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An easy way to archieve this is to create a model, rightclick on it in the pws and choose *new >light*. Go to bones mode to see the light and place it at the needed distance from the object pivot (0/0/0). Bring the object to the chor and rightclick on it. Choose new > constraint > translate to and deselect everything. Select the object again and use an orient like constraint. (can be found at the same place as translate to). Now you can rotate the object very easily around the object. You have two possibilities now. One is using an action one is using post interpolation in the timelinewindow. Action: Create a new action in the pws using the model with the light in it. In the actionwindow go to sceletal mode and animate one circle of rotation. Now drag and drop the action onto the shortcut of the model in the chor using the pws. In the properties of the actionshortcut you can then use the repeat value to let it repeat as often as needed. -----+------------------ Postinterpolation: In the chor you can animate the object by rotating it and move the light in a circle very easily. After one circle you can go to the timeline window. Now make sure that you have selected the object and you are in the rotate mode. Rightclick on the channel with the desired rotation axis and choose *post interpolation>repeat*. See you *Fuchur*