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Everything posted by yoda64

  1. The .MAC file store only the keyboard shortcut customizations. The layouts are stored in the registry. (under //layouts)
  2. It's for the case , when the destination cp's already assigned to the correct bones. If unchaecked, It should transfer in this case only the cp weights.
  3. If You scale the model with factor 1000, before exporting !, the problem will not longer exist. The problem is that the precision for float type are to low for splitting the 5 point patches . See #0006973 for a more detailed explanation (in german)
  4. This is the original model, after Renumber and Refind Normals. For the shading problem . Have a look at the bias values for CP#219 and CP#223 , they should have identical values to achive the same shading.
  5. Try with the attached model Fruehauf_hinge_renumber.mdl
  6. Try "Renumber CP's" , than "Refind Normals" . I think the problem is coming from some insert operations, needs more observation.
  7. I can only repeat this problem with extremly zoomed views , this will be fixed in the next version . @r.reynolds a screenshot from the whole a:m window will be helpfull.
  8. This reset dialogs, which have a "Don't ask again" checkbox (as example the Embedd All dialog), to their default value.
  9. There must be a problem with the specific installation . Let me see the master.log file , than I can say more
  10. Like the attached video ? This is possible , but I don't know yet, if it will be possible for all particlesystems, (streaks and blobbies , yes, the other I must check first) And it needs a new boolproperty in the particle system settings (suggestion for naming welcome ) , to control the behavior of color changing. But in general changing, surface attributes for particle systems in a chor or action will not work. I have spent yesterday some hours to figure out this . Your way is the correct way , and when I remember correct , it's so described in TechRef too. 2020-04-27.mp4
  11. As a workaround What's working is , when You key the color change in the material cache , not in the instance . streak2.prj
  12. Can You please provide more details ? In special name of the wave file and where it reside (local or network drive) .
  13. I don't have Enhance A:M (and the website doesn't exist longer), so I can't check if it will be possible to change the sdk back . Maybe I need only some wrappers , but without such a plugin ,no way.
  14. For clarification A 64bit version for the mac would need a complete rewrite (splitting the codebase ,Metal instead of OpenGL) and I don't have the manpower nor the knowledge nor the willing for doing this . And for the second , this is my personal decision . I won't buy a new mac and support Apple. My mac mini is from mid 2012 , has 16 GB memory and SSD drives. So there is no need for new hardware in my eyes. It is fast enough to compile A:M ... And if You have still installed 10.7 or 10.8 make a A:M bench with this version and OSX versions above 10.10 , You'll see a performance drop from around 5-10% (scene dependending) on the same hardware. Hint have a look in your logfiles and search for Spindump 😞 .
  15. yoda64

    Hallo Elmar

    Darf ich die MatCap Shader und Texture Plugins in die A:M Distribution mit integrieren ?

     Gruesse Steffen


    1. Show previous comments  2 more
    2. yoda64


      Zu 1.

      Dann brauch ich mal den Source und ein moeglichts minimales Beispiel. Dann kann ich mich mal auf die Suche machen , ob da was machbar ist .

      Zu 2.

      Ja , ich bin the "only one" , der noch für A:M programmiert und ja ehrenamtlich ist richtig , bekomm kein Geld dafuer und kauf sogar jaehrlich die Subscription fuer den Intel Compiler selbst . Hat aber den Vorteil , das ich machen kann , was ich will 🙂 Wobei ich sagen muss , dass ich im letzten Jahr das zeitliche Engagement fuer A:M aus gesundheitlichen Gründen stark zurueckgefahren habe . Nach einem Burnout und Herzinfarkt innerhalb von 2 Jahren setzt man dann doch mal die Prioritaeten anders ...

      Bzgl Matcap, das Texture Plugin funktioniert doch , oder seh ich da was falsch ?

      Gruesse Steffen   

    3. Elm



      Willi wird Dir nochmal seperat schreiben - ist deine emailadresse noch die "alte"?

      Bzgl. der gesundheitlichen Angelegenheiten - hört sich krass an.. Wir wünschen Dir auf jeden Fall alles Beste, und natürlich komplette Genesung!

      Komisch, dass Du nicht mal Deine Auslagen erstattet bekommst für die Arbeit , die Du darein steckst. Das ist echt nicht in Ordnung. Hast Du denn Kontakt mit Martin Hash, oder macht das Alles der Jason, oder wie läuft das so ab?



    4. yoda64


      Ja, die email ist immer noch diesselbe .

      Laueft alles ueber Jason , von Martin hab ich schon seit Jahren nix gehoert . Naja , hat aber auch einen Vorteil. Ich kann machen , was ich will 🙂 

      Gruss Steffen

  16. From the changes.txt - changed all AI import can be find now under "Plugins->Import" (before at "Plugins->Wizards")
  17. For such things please open a bugreport . It was only luck that I've read this thread. (It was a failure in the installer build script , fixed for the next version)
  18. Try the attached masterprefs . If this doesn't help too, You may try to install the normal version instead of the SSE4 . But I think the problöem is the Intel HD graphics , this is not tested on the mac , I don't know if this adapter support the needed opengl features . MasterPrefs.txt
  19. In general it looks like the installation is not complete , there must be much more plugins loaded . The first attempt Copy the file master0.lic to another place and make a clean reinstall A:M, than copy the master0.lic back . If this does'nt help , search for Masterprefs.ini in the installation directory (it's a human readable file) , open this and search for the token change the entry Driver Name to Driver Name = "OpenGL" and have a look if the packages OpenGl.gas and OpenGL3.gas are exist in the A:M directory . Regards Steffen
  20. What says the logfile ? (master.log located in the installation directory)
  21. Forces are affecting hair, but You need a very high magnitude for the force in V18 (values greater than 1000%) to see the effect, this will be fixed in the next version .
  22. Was a very old plugin from me , it's a long time included (I think V15 ) . Description can be found at http://www.sgross.com/plugins/old/plugin3/index.html
  23. I'm looking into the bug , but I'm not sure if I can fix it fast , because I'm going at saturday in my planned holidays (without computers ...), and after fixing it takes around one day to recompile all versions . It's look like only the windows versions are affectet , it can be, thats the cause is a compiler switch (Intel2015 to Intel 2016)
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