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Everything posted by NancyGormezano

  1. Looks like it had a happy ending. (Did I just say that?)
  2. For those that are interested - here is a nice description of Eulers, quats (and perhaps may give insight into Hash Vector implementation). I have not used vector interpolation in A:M. As the article points out, and as I have always known and believed is that gimbal lock is more a problem with using Eulers, rather than quats. This is why we used quaternions, when I was working for Link Flight Simulators (for navigation as well as image generation). However that is not to say that A:M's specific implementation might have a problem with quats and gimbal lock. Not sure why they would. It may be the internal setup of interpolation method? http://www.chrobotics.com/library/understanding-quaternions (I have not checked the accuracy of the above article)
  3. In A:M/ chor: One uses Global Ambiance type = Image based lighting, with an environment map (any ol' image you want to use, HDRI or otherwise) and a mapping type: latitude-longitude, light probe, mirror sphere, cube map (cross). Depends on how/what the image is that you are using has been created. I usually select lat-long and use any image that has the right coloring that I like. But I don't go for physically based lighting. light probe images, mirror sphere images are usually physically based. Regardless of image being used for IBL, environment map (no dome): You set the Ambiance Intensity % (optionally also can set exposure, azimuth, I never do) and can optionally use Ambiance Occlusion (or fakeao or ssao). If you want to use A:M native Ambiance Occlusion, then yes, you must set chor/camera/render options/Ambiance Occlusion = ON. For just Image based lighting IBL (no occlusion) - it can be OFF, and Ambiance occlusion =0% in chor. It's not that hard. Very easy. Not necessary to make separate renders for characters and background. You can use whatever background (camera roto, or dome with image mapped to dome) you want in A:M. The image used for background can be different from image used for environment lighting (IBL). If you want to use different background (can't decide) and composite later, then yes, make 2 renders - character and background.
  4. I just tried 18p - works the same as 17g - must toggle AO percent (or type of Global ambiance) for new image to take effect. tried with opengl3
  5. what version? If you just want to use IBL in 17g - you don't need to use AO as well - does not need to be ON in render settings. However, there does seem to be a glitch, in changing images to use for IBL, and doing quick screen renders (and maybe final renders) for testing. This glitch/bug has been there forever. What I do when wanting to experiment with different images: I toggle the % in AO setting (change to 1) and then put it back to 0% - then the new image will take effect.
  6. "The nagging upgrade prompts will stop after July 29, 2016, when Windows 10 ceases to be a free upgrade for Windows 7 users." I am counting the days. That's when I'll be free. yes siree! Uh...Not so fast, little lady. Somehow, I think the annoying upgrade prompts will just change to "windows 10 - get it now for $xxx.xx" sigh.
  7. I remember back in vers 7.1- 8.5 days that A:M had the ability to change the icon on an individual basis for the model files for sure (windows 95? 98? etc) It was great and was sorry to see it go. Could get an idea of what each model looked like just by listing the content of folders outside of A:M. The ico image used was the same image that was generated with "make icon" feature in A:M (if I recall correctly). I also remember there was a feature to create a "clippy" bot type animation character agent - forget what those are called - the standard one that came with A:M was the merlin guy. But those didn't go over too well, as most people want to hide those annoying creatures when working.
  8. he doesn't make any mention of what kind of nvidia geforce...
  9. Hmmm...that phantom rotoscope problem was a bug in A:M long ago that got fixed. It also happened on PC side. Those roto items actually showed up in materials, models, chors, etc and you had to delete them manually (text editor). What version of A:M are you using? If you are using recent version of A:M then submit a bug report, with simple case. I have found in newer versions of A:M that if you delete all those phantom rotoscope items (in materials, models, etc probably created in older versions) from the PWS and then save your materials, models, chors, etc in newer version then the problem goes away, not to be seen again. It use to be that if you save anything while the rotoscope ickies are showing in the PWS, then the contamination of all files just keeps getting worse (ie more and more dum dum roto references).
  10. ok - this looks promising - have you tried it? And what's the catch? ie why is it free?
  11. from adobe and on same page perhaps page has not been updated? I guess the more important question for me is: 1) is there an encoder/player available from anyone (other than Quicktime) that can play different formats as well as assemble into some format from image sequences (generated by A:M) that can STEP thru on a frame by frame basis like the Quicktime player currently does ? and 2) does the adobe media player do it? ie step thru frame by frame and 3) is Adobe media player available for those who do not subscribe to CC?
  12. I think? Robert is asking for the assumed extension that comes up first when one saves a video file from the adobe media encoder (file format): - eg Save as Type? In quicktime, it is "save as type: movies" that video file gets a .mov extension. We associate .mov files with quicktime. And yes, as well, you can EXPORT many different types from quicktime: ie avi, m4v, flc, .3gp, .mp4, etc etc. And each file format has different codecs/video format settings that they use for compressing the file eg for mp4 file type you can choose mpeg-4 improved, basic, H.264. For .mov file type you can choose H.264, DV pal, jpeg 2000, etc etc Can adobe media encoder export or save files to file type .mov?
  13. yes it does go to the latest - I think Marcos is suggesting that the date is incorrect - your signature says Squetch Rig was last updated 5/20/2015
  14. okie-dokie I'll bite: what is this? Can you show a sorta maybe example-ish image okay I found an explanation by googling (other mapping algorithms also included). Taken from link: "The Least Squares Conformal Maps (LSCM) parameterization method has been introduced by Lévy et al. [7]. It corresponds to a conformal method with a free border (at least two vertices have to be constrained to obtain a unique solution), which allows further lowering of the angle distortion. A one-to-one mapping is not guaranteed by this method. It solves a (2 × #triangles) × #vertices sparse linear system in the least squares sense, which implies solving a symmetric matrix" http://doc.cgal.org/latest/Surface_mesh_parameterization/index.html images and CODE at link above. This type of mapping sorta, almost, not quite looks similar to the mapping done by the BitMapPlus kci:dnd Plug-in. Perhaps a place to start?
  15. okie-dokie I'll bite: what is this? Can you show a sorta maybe example-ish image
  16. I haven't tried the saucy rig for a long time...and do not have a model handy to try, but I'm guessing that what these controls are supposed to do (similar to 2008 rig) when they are turned ON, for example is to keep the head oriented the same, eg looking forward or however it is set (when moving the chest). Similarly the chest would stay oriented the same (doesn't change) when moving the pelvis. As for steady pelvis? I dunno.Maybe when moving the feet? Turning those options off, would mean that the head would turn when the chest turns, chest would turn when pelvis turns, pelvis turns when the feet change, I'm guessing. But I have no idea if the saucy rig is doing it correctly.
  17. Ah yes - now I see what you mean - The cps are still weighted at 50-50, but the rotating in bones mode doesn't take that into account.
  18. I am not finding that - I have cps weighted 50-50 tube/bone2 and I rotate bone2 in bones mode and the weighting doesn't change (16b/32 - did not try in 18) It also doesn't change if I rotate tube bone EDIT: just tested in 18p/64 and the weighting still holds
  19. I imported a weighted/boned arm into a body model and the arm weights came in - I could also manipulate the arm hierarchy without disturbing weights - so I am not understanding this comment.
  20. Ah yes constraints, (smartskins too?) are a different story - but the weights should be available ? The relationships should also come in when importing the "part" model, and yes constraints might have to be reset after. But I agree, doing it in an action that could directly change the model would be nice. But I'm guessing that's a whole other type of "mode" that would have to be indicated (eg like bones, modeling, action, relationship, new mode, etc)
  21. Hi Malo I totally understand why this would be a good thing. And I too have always wanted a one-time instant "translate to" , and "orient like" command in modeling/bones mode. I do not like creating and modifying models via export from an action because in the past, many things did not get exported correctly - like hair, decals, etc (not sure this is still problem). However, what I currently do, when I am modifying an existing model to create a new model, or wanting to add geometry (and bones and relationships) from an existing model, is to 1) Import the part model (eg arm) into base model (eg body) 2) go into bones mode and select a bone, and then use the "translate", or "rotate" or scale modifiers with the control key pressed, until the part is in the correct place. Doing it in bones mode will translate, rotate and scale the bone along with the geometry .
  22. You can - set it in the model/user properties. Then save the model for it to be permanent.
  23. Adobe has chimed in about quicktime on windows (which they require for their video editing apps eg aftereffects, premiere?). They talk of developing something that would be native for their CC programs. Those of us using pre-CC versions will be out of luck. I too, use QT for stepping thru reference videos that I am analyzing for motion and using as potential rotoscope material. And like Robert, also for combining and compressing any sequence of frames that were generated from A:M. As well as for compressing sound tracks with the video. A:M does not do this well. I do not know of any other player that does it as easily or as cheaply ($29 for QT pro). I suspect we will be safe if we don't download vids from internet sources and view them in QT player. But many times the vids I use for reference have been "captured" from web sites, facebook, etc - so that might be a risk?
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