yoda64
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Posts posted by yoda64
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The .MAC file store only the keyboard shortcut customizations.
The layouts are stored in the registry. (under //layouts)
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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.
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18 hours ago, robcat2075 said:
I presume by "factor 1000" you mean 100000%
That does work. Here is a 64 export.
No , I mean "1000%" ..
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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)
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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.
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Try "Renumber CP's" , than "Refind Normals" .
I think the problem is coming from some insert operations, needs more observation.
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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.
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On 11/28/2020 at 10:01 PM, R Reynolds said:
Thanks Robert, "Reset Settings" appears to have corrected the response.
I also noticed there's now a "Reset Dialogs" command. What dialogs does this reset?
This reset dialogs, which have a "Don't ask again" checkbox (as example the Embedd All dialog), to their default value.
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There must be a problem with the specific installation . Let me see the master.log file , than I can say more
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I have added a simplified obj file , which can be imported as prop. Has lost the groups , but blender can't deal with them.
Found also a bug in the obj importer in conjunction with the blender obj export (fixed for the next version), thatswhy the attached file is exported from meshlab .
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Trying to import this model in A:M is time wasting ... , equal as model or prop.
The model is broken , and I mean broken .
It had tons of inside polygons (don't know for what they are good , see the attachment...) , also meshlab says problem with vertices occuring (identical vertices)
If the inside objects are deleted , I think it will be possible to import it .
The decals inside the archive are also space wasting, no references to the decals in the model or material file .
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22 hours ago, robcat2075 said:
The streaks are changing color over their lifetime but the emitted color is not changing (the effect Alan is seeking)
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.
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As a workaround
What's working is , when You key the color change in the material cache , not in the instance .
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Can You please provide more details ?
In special name of the wave file and where it reside (local or network drive) .
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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.
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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 😞 .
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GetPlayRange/SetPlayRange is added for the next version .
Plugins in this case not backward compatible.
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At this time not
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From the changes.txt
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AI import can be find now under "Plugins->Import" (before at "Plugins->Wizards") -
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)
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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 .
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Please attach Your masterprefs.ini
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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
v19.5 Release
in * Latest Info *
Posted
In the sdk I have changed some function definitions, normally a recompile for the plugins will solve the problem, thatswhy no problem with included plugins.
I'll add now backward compatibility for Enhance_AM , if a plugin form this suite won't work, please open a bugreport with tzhe plugin attached .
Regards
Steffen