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Hash, Inc. - Animation:Master

NancyGormezano

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Everything posted by NancyGormezano

  1. If you haven't figured out by now: What version A:M (not all versions act the same) and what are your hair material settings, and group surface settings? Screen rendering does not always look the same as final render for hair, but sometimes it does. It depends on hair material properties. Voodoo. upload sample model & hair material and I can take a look.
  2. Robert Thank you. Blast !!! I couldn't upgrade to V16 at the time due to hospitalisation. Ah well, revised masterplan awaits... regards simon If you get a license - at any time - you will be able to run ver 16, 17, 18, etc - all you have to do is copy the license file (master0.lic) to each directory whereever that version (eg. program files/Hash Inc/V17.0, etc)was installed. You can get the old versions from the ftp site ftp://ftp.hash.com/pub/updates/windows/ I run ver 16b32, 17g64, 18a64 on my new computer - win7 - all on ONE license purchased 2 weeks ago. Do you need 1 or 2 licenses per computer per OS? - that I'm not sure about.
  3. Bon anniversaire! et bien d'autres encore!
  4. What I frequently, occasionally (depends) do is modify the stamps in the UV editor even after making it from pose flattening. I might have multiple stamps mapped to same image - So I would rearrange where the different parts are in the UV editor. Then use UVsnap as template in photoshop.
  5. Yes - would like the option to take snapshot & apply at same time (maybe with shift+ snapshot?). AND perhaps it might be better to also allow "NEW/ANY decal" or "Apply ANY decal" in action window as well - rather than have to click on PWS/objects/model (confusing to most people I would guess?). Ah yes- Thanks Gerald!
  6. what I would do 1) in an action window (model/groups are already flattened by whatever means), click on snapshot button. 2) Import image (SnapShot_XXXXX.tga from wherever it was just saved (in win7: my documents/Animation Master/snapshot/?, don't know how to change location) 2) while still in action window, right click on the Objects/Model in PWS, choose NEW/decal/snapshot_XXXXX 3) Double click in pws/object/model/decal container to apply the decal and get a stamp on the model, (or right click in action window while snapshot image is still superimposed on model, and choose "apply")
  7. very interesting ! I especially like how the material looks when used on the tube (more so than the ground)
  8. I had an 1100 frame sequence that I cropped to just 25 frames (0-24) and in the chor, set the frame #'s for first instance, then set the post extrapolation to repeat. But like Rob said, if you only want it to go 3 cycles, then input start, end frames on the timeline.
  9. Well..yes that works of course and that's what I've been doing. But I dread that day when new feature in newer version A:M (eg texturing, surface properties) gets wiped out by going back to older version (not always able to go backwards and retain new data). I tend to do my weighting, texturing, surface defs, materials, etc on the pre-rigged character. So the choice is to do all that in 16b (and not have new features available) or to do that in later versions and have it wiped out when go backwards. Gotta be a way to make a TSM2-like rigger some day. Ie push a button and Voila!
  10. Happy happy happy and feeling grateful grateful grateful Just got medium size Intuous Pro tablet - LOVE, love, love IT (kicked my 20 year old wacom to the curb!)...I might even not ever have to use my mouse again, as this has a very responsive, intuitive brain/hand feel (much more so than old one.). However, some things are just better with mouse. We'll see. It came with free copy autodesk sketch-something, Anime studio-something, and a 90 (not 30) day evaluation copy of PainterX3 (with a discount coupon for purchase, but is probably the standard discount they give everyone, haven't investigated yet). There were other packages, but I wasn't interested. installed Fakeo, TSM2 in 16b/32. Not sure if they work in later versions A:M (or in 64bit versions). Need a new code for 3Dpainter. Emailed Filip, but no response so far (I suspect I won't hear?) emailed Filip at wrong email address(no wonder he didn't reply!), but I see now that A:M painter aka 3dpainter is handled thru Hash store, will try there instead. SSAO works for me wonderful in ver18, but it's TSM2 that's a loss in later versions. Made Factory restore DVD's, as well as backup/restore images for current state as of 4/24 on external USB drive. Photoshop & AE CS4 went without a hitch. I think I will look into installing the free premier cs2, and forget my old premiere 6. bought extra hard drive - so won't have to partition my C drive and all my A:M projects will be linked correctly, still to install, but Ken will do it for me - he did his already, no problem. Still to do: have another wack at installing pspad (use the zip file instead of installer) transfer my huge collection of images/photos/textures. etc file libraries onto new D drive, install dreamweaver (low priority, since I haven't updated website in a billion years) make new catalogue with thumbs plus back up with syncbak to external USB drive for new system. Lucky that tommorrow's a HIKE for Health day. I've been getting this system together for a week? now. Time for a break.
  11. Thanks for the response and for all you do, Steffen! Is this for ALL nvidia's? Is it ONLY in versions 18 of A:M? Does it happen only with stick bones? or ANY bones? Were you able to change something in A:M for next release, so that it doesn't overflow? thanks again
  12. woo hoo! what was the problem? and by the way - How do you get bones to show in stick mode? - I haven't located the magic button yet.
  13. I am using opengl3, and yes it is probably something related to AM (past 18b) and: I don't know if any of this is relevant, but I will throw some stuff out to consider (that you have probably tried already): I notice your bones are in stick mode - This happens even if NOT in stick mode? (I'm afraid to try stick mode, based on what you're seeing). my installation for 18d/64 says SSE4 - Are you running with that as well? If I didn't install with SSE4 - then the version says SSE3. Not sure if that has anything to do with anything. Does this happen with any new project/chor ? 1 object 1 bone? Standard bone. All I noticed funny (so far) in 18d is when I imported old model without materials, decals etc (canceled them), that part of the model went "clear" in shaded wireframe, but it eventually came back when I dragged it to chor
  14. I don't know - but maybe it is something to try - since I don't have wacom setup
  15. I know nothing about this - and haven't tested 18e yet - but are you using opengl3? or opengl? I have nvidia - GTX 650 ti, 1gb, driver 331.82 using opengl3 and 18d/64 NO wacom. Have not tried opengl (there were problems with it on my other system - so I'm not wanting to try) Can you disconnect wacom?
  16. Yes it looks terrific, if you can stomach the render times. SSAO is monumentally faster (ver 18) - something that takes an hour with AO to render 1 frame, might take seconds, max 2-3 minutes with SSAO. Although it isn't quite the same, it looks terrific for my purposes.
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