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Hash, Inc. - Animation:Master

yoda64

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Posts posted by yoda64

  1. I may open an AM Reports file on this, as I can't seem to fix it so it stays fixed.

     

    Please do this

    and attach your MasterPrefs.ini and the lbr file.

    I will look into this .

  2. I just uploaded A:M onto my new computer and for some reason my library doesn't seem to be coming up. All of the folders are in the computer, but not linked to the library.

     

    First

    Have you copied the *.lbr files from /Libraries also ?

     

    Second

    Are the location for this copied folder in the same place relative to the A:M main directory (on the mac normaly at /Applications/Animation Master 15.0/) ?

  3. That's an interesting thought, Rodney. It brings up a different problem.

     

    It has definite cross lines in the middle of each face. And the stretching.

     

    This will be solved in V15f (there was a open report about this...).

    The stretching is coming from margins added to the decalstamps, they are around each patch in the stamp (Hint doubleclick the "BakedStamp" to view this margins).

    In V15f You can prevent this margin with holding the Shift key down while hitting "Bake Surface"

  4. STEFAN- I see you added the 'Particles/Hair always off' toggle on the Tools/Options/Global menu... but I am not getting it to work the way we discussed. When I toggle it to ON it should turn Hair OFF by itself after a render finishes. The hair is still redrawing after a render finishes, which is very time-consuming... many of my renders are 'tests' and when I see it is not working the way I want it to I abort the render with a list of alterations to tweek in mind- while waiting for A:M to redraw the pre-roll and hair I often forget the changes I want to make... and the first thing I do anyways is turn hair OFF so I can work swiftly.

     

    Maybe we doing something different , but in my mind it works as expectet .

    Have a look at this screencap movie

    You can see , that hair is disabled after aborting and also finished rendering .

     

    A tip for reducing the preroll time .

    Close all windows, except the chorwindow.

    Preroll is calculated seperatly for all open windows (even they are not visible,including modelling and material), where a model have a particle system assigned.

    Thtaswhy you can see in the screencap , that preroll is calculated two times at the first Shift-8 .

  5. "Bake Particle Systems" works global , means all particle systems in the chor are baked.

    The "Particle baked" option is similar the same ,with the difference , that only this particle system is baked/unbaked (works only in the chor , use Show more drivers to access it).

  6. Some words about "Baking Particels"

     

    It works with all particle systems , except Shag and Flocks.

    The idea behind is to speed up the workflow, when a particle system with many particles is used ,specifically fluid or hair.

    Normally it takes some time to calculate preroll , stepping forward or back (in this case, it needs to recalculate all frames up to the wanted one, including preroll) ,after baking, a binary file holding the particle data is used , which is much faster .

    It can be used in two way's

    - starting with RMB on a selected chor , will bake ALL systems in this chor

    or

    - if You have "Show more than drivers" for the model with a system on , You can use the BoolProperty "Particle baked" to bake only THIS system .

    Reverting this can be done with "Unbake" or set "Particle baked" to Off .

    After doing this , the complete chortime range is simulated and the needed informations for the particles are written to a file , wich is used from this time now , to handle the systems.

     

    This feature is working only in a chor ,not ina a action or the material self.

     

    Two known problems yet .

    If the system has no particles emitted at any frame , A:M will crash (it is solved , but not in this version. I'm sorry)

    Depending on Your filesystem , it can give a problem, if the datafile would be growth greater than the filesize limit for this filesystem , not all frames /particles are stored than (I'm working on a fix for this)

  7. It is not possible to hold the freeze state for "Dynamic Explodeobjects" , when they get a impulse (impact) from another object (in your case from the second sphere).

     

     

    I need to correct my statement , the freeze problem affect all types of dynamic objects , with the actual delivered plugin .

    But, the good news , I have found and correct the bug, so the next version will handle the freeze state for all objects correct (also the scaling problem is fixed) .

  8. >There are bones on the right side with "left" in their name, that might be the problem.

     

    still the mirror constrain not working.

    The problem is , that in your model are some bones in the relation , wich have no contraints assigned .

    mc_prob.jpg

    I have put a new version for the plugins on my website , they are adressing this problem , so A:M will not longer crash .

  9. The problem in all three files is a missed token, in this segment

     

    <GROUP>
    Name=Head
    Matrix=1 0 0 -6.19888e-006 0 1 0 31.3083 0 0 1 1.43247
    SaveError=EXCEPTION005
    </GROUPS>

     

    When You replace the "SaveError" line with "" the files are loading correct .

    I don't know , why this has happened and I'm not able to reproduce this after same short tests.

    The corrected files are in the attachment .

    Deer_Whitetail_c.zip

  10. Hi Caroline

    Sorry for highjacking Your thread again ...

     

    After Mirrorbones
    The only issue with the plugin was that I did find that the bones called "right" copied and weighted correctly, but the bones called "Right" copied, but did not weight (I had unticked case-sensitive). I fixed that by renaming the "Right" ones "right".

     

    Is now solved , also the rmweight problem .

  11. Or should I make a Report?

     

    Make a report please .

     

    For the time, before this problem is fixed in A:M , I have added to the mirrorbone plugin package a plugin, that will correct such problems .

    Redownload the plugin from my pluginpage. It's called rmweight ,but appears in the menu as "Check CP Weight's" (starting from a selected model)

    (mac v15 version is updated too)

  12. Question for the Experts, please

     

    I had A LOT of corrupt weightings - ie, weights that had the correct percentages, but an extra duplicate weight with 0%.

     

    After Mirrorbones or TSM ?

    In both cases please provide a model with such a problem .

     

    2. Was there a quicker way to fix it? :)

     

    For me , writing a plugin :D

  13. Sorry Steffen, it does create an offset, but it sets all 3 axis' to 0, in both the "orient like" and "translate to" constraints. (v13 and v14)

     

    Ok , next try ...

    And be sure that all relations must be active (must be listed in the actions folder), otherwise you get the result as you have described .

  14. Here are the bugs (or at least unexpected actions or non-actions) I found using mirror constraints:

     

    1. It will not duplicate path constraints (this might be hard to do due to the determination of the proper spline?).

    2. Offsets are not adjusted properly from positive to negative (this would assume exact bone mirroring existed).

     

    Here I need a sample project . Simple as possible .

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