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Everything posted by robcat2075
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The skewed bone phenomenon is not a bug so much as it is the child inheriting the scaling of its parent... exactly. It would be bad if it didn't. This is what makes it possible to have non spherical eyeballs can still be posed with one bone at their center, for example. A work around is to have a child bone not be a child at all, but be TranslateTo and OrientLike constrained to an intended parent. Then it will inherit the motion of the parent but not scaling. It's been a while since I used a Squetch rig character. I'm foggy on how those worked.
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This end user found it wasn't easy. Scaling the leg and then reverse scaling the foot compensate is probably tricky to get so exact that the foot never changes.
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I'll send it in a PM. How do we do that?
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I like that! That is lovely and lively.
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Leg scaling is used to solve knee pops in walks. Here is an example... clip4274KneePops1200.mp4
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I have sometimes found that a reboot or the dawn of a new day will solve a mysterious problem.
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Thanks for the explanation!
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Here's something to try... in your AM folder, rename the "master.MAC" file to "master.MAC.temp" Then try to start A:M and see what happens.
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Hmmm... has the Nvidia driver been updated recently? I'm not saying that's good or bad, I'm first asking if it has.
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IBL- Image Based Lighting question on how-to...
robcat2075 replied to John Bigboote's topic in A:M Rendering
What is the ground and background in those? -
IBL- Image Based Lighting question on how-to...
robcat2075 replied to John Bigboote's topic in A:M Rendering
If the map is the one shown behind the character, the correct choice for type is "Latitude longitude" -
IBL- Image Based Lighting question on how-to...
robcat2075 replied to John Bigboote's topic in A:M Rendering
Global Ambience, whether one "global color" or "image based", is the illumination that AO (Ambient occlusion) is occluding. You need both. -
My login page only has settings. No options for updates
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This most likely includes your broadband modem at home which is often a router itself. F.B.I.’s Urgent Request: Reboot Your Router to Stop Russia-Linked Malware I'll note that whenever the tech support for my internet provider said i needed to reboot my modem, they said it needed to be unplugged for several minutes to really clear it.
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I knew there had to be a scientific explanation. I keep my water heater set at 120°
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Why write triangles like quads during export?
robcat2075 replied to Malo's topic in Animation:Master
I think I recall you or someone talking about this previously and proposing that 3-pointers be subdivided like 5-pointers are... -
Why write triangles like quads during export?
robcat2075 replied to Malo's topic in Animation:Master
What might you propose as better subdivision of the triangular patch? -
Quick tinkering because of an image
robcat2075 replied to johnl3d's topic in Tinkering Gnome's Workshop
reminds me of "the Grinch" -
Why write triangles like quads during export?
robcat2075 replied to Malo's topic in Animation:Master
Are these all from the same A:M model or is each one different? -
Yes, all A:M files will work, not just MDL. Yes, Windows 7 removed the code that allowed the CD copy protection to work because it was a security risk. The copy protection was not written by Hash, they licensed it, so it wasn't possible for Hash to update that (if it even was possible) I think you will enjoy the faster performance and features of new A:M versions. I recommend the annual subscription version.
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- backward compatability
- versions
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You should be able to take models from v13 and v14 to later versions with little or no trouble. The big file format dividing line is between v12 and v13. You can't take models from v13 or later into v12 or earlier. If you should have any more questions, this is the place to ask!
- 4 replies
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- backward compatability
- versions
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(and 3 more)
Tagged with:
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Why write triangles like quads during export?
robcat2075 replied to Malo's topic in Animation:Master
When I export your model to OBJ and re import it into A:M I see that the triangle on the left, that was made by moving two corners of a 4-point patch together, exported with un-necessary edges, but the triangle on the right which is a real triangle exported without un-needed edges. the left triangle has 5 vertices at the top but the right one has only one vertice at the top. -
Why write triangles like quads during export?
robcat2075 replied to Malo's topic in Animation:Master
Is the problem that "Remove degenerated faces at export" isn't removing triangles? Are these red bold line unneeded triangles?... f 1/1/1 2/1/2 3/1/3 f 3/1/3 1/1/1 1/1/1 f 1/1/1 3/1/3 4/1/4 f 4/1/4 1/1/1 1/1/1 f 2/1/2 5/1/5 6/1/6 f 6/1/6 3/1/3 2/1/2 f 3/1/3 6/1/6 7/1/7 f 7/1/7 4/1/4 3/1/3 f 1/1/1 4/1/4 8/1/8 f 8/1/8 1/1/1 1/1/1 f 1/1/1 8/1/8 9/1/9 f 9/1/9 1/1/1 1/1/1 f 4/1/4 7/1/7 10/1/10 f 10/1/10 8/1/8 4/1/4 -
Why write triangles like quads during export?
robcat2075 replied to Malo's topic in Animation:Master
I made simple model to export and when I look at the triangles only OBJ it only has three edges to each face, not four. Where does the four problem come up? # OBJ - Exported from Animation Master # 1OBJ mtllib ModelTris.mtl o ModelTris.OBJ v 5 15 0 v 5.96244e-08 15 5 v 1.78873e-07 10 15 v 15 10 0 v 1.13247e-06 10 -15 v 3.77489e-07 15 -5 v -15 10 -2.26494e-06 v -5 15 -7.54979e-07 v 2.38498e-07 -0 20 v 20 -0 0 v 1.50996e-06 -0 -20 v -20 -0 -3.01992e-06 # 12 verticies vt 0.00000 1.00000 # 1 texture coordinates g default s 1 usemtl UnKnown0 f 1/1/1 2/1/2 3/1/3 f 3/1/3 4/1/4 1/1/1 f 1/1/1 4/1/4 5/1/5 f 5/1/5 6/1/6 1/1/1 f 6/1/6 5/1/5 7/1/7 f 7/1/7 8/1/8 6/1/6 f 8/1/8 7/1/7 3/1/3 f 3/1/3 2/1/2 8/1/8 f 4/1/4 3/1/3 9/1/9 f 9/1/9 10/1/10 4/1/4 f 4/1/4 10/1/10 11/1/11 f 11/1/11 5/1/5 4/1/4 f 5/1/5 11/1/11 12/1/12 f 12/1/12 7/1/7 5/1/5 f 7/1/7 12/1/12 9/1/9 f 9/1/9 3/1/3 7/1/7 # 16 triangles