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Everything posted by robcat2075
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FTP server inaccessible from Chrome [work-around]
robcat2075 replied to Vance G's topic in Open Forum
Hi Vance, I think all browsers have discontinued ftp for some security reason that someone once explained to me but I have forgotten. However, there is still access to the Hash ftp with an ftp client (Filezilla is free) without entering a username or password. Give that a try. -
Those letters look great! I'm not quite sure what you are trying to do. A compositing program like After Effects can arrange a large number of clips on the screen at once... but you still have to render that out to a new movie. You want this to be a live effect with no pre-rendering?
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This PRJ in this ZIP is contrived to require you to find a missing asset, "vase.mdl" When you open this PRJ in v19.5, do you get a dialog asking you to find it or do you get a freeze? Also tell me what version of A:M you are using. Thanks! TestAssets.zip
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It's a bug in v19.5 Go back to v19.0 for this until v19.5b comes out, which should be soon.
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In the PWS, on the Sounds folder (1) to import a WAV (2) In the PWS, drag the WAV into your Choreography (3), it will appear in the timeline pane. You can scrub in the timeline pane to preview the sound(4). It will sound choppy. On my computer, I can't hear the sound until i add a WAV of silence(5) to the Chor in the same manner. You can try it with these two WAVs. WAVs.zip
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I'm glad that you're continuing to continue, Jason!
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I am concerned that Jason has not been back to the forum (and the store, I presume) since the previous Saturday. That is unusual for him to be gone so long.
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She looks great! Unless you know you need these two splines where they are I'd be tempted to join them as one...
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We'll just remind @Jason Simonds that you have a confirmation problem. The weekend is nigh!
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I had reason to renew my subscription today. The emails arrived... immediately! The serial key is communicated in both the "Serial keys for..." email and the "Animation Master Web Store..." email. My email reader is set to text-only normally so i had to temporarily set it to display HTML to see the emails.
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Possibly related: a few people contacted me after trying to reset their passwords... and not getting the email that is supposed to make that happen. Some maybe something is AWOL in Hash emails right now.
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eeeee-yup. Haste makes waste! I guess you'll be waiting for Jason to check his messages... which he may not get to until le weekend. I presume you got a receipt for a completed purchase from your payment method. I presume that was PayPal.
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Videos now available here... https://forums.hash.com/topic/52653-texturing-a-head-model-by-jim-talbot/
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The confirmation email and the email with the key have always been instantaneous for me, but I am not like other mortals it seems. It is possible to retrieve keys manually. Log in to your store account and then go to Serial Keys, then scroll WAY DOWN to the bottom of the page to see if your recent purchase is there. If it's not there, if your payment method didn't go through, or some other problem, then you may need to ask Jason about it , but wait a day first.
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AFAIK, it is not planned. There is an SDK for A:M available, perhaps a knowledgeable programmer could be recruited and commissioned to create a plugin.
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I have Jim on Facebook, I'll ask if they are still available somewhere. I suspect the reason there haven't been as many A:M-specific tutorials on texturing is that the practices are so similar to practices among all 3D software. There is already a large body of texturing information out there that can be used with A:M with little translation.
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Since you are already familiar with bitmap texturing in other 3D programs you may need to ask a more specific question as I am uncertain of what you are uncertain about regarding that in A:M. The TAoAM tutorial EXERCISE 10: FW-190 FIGHTER includes introductory decaling. My tutorial page has coverage of narrow topics under " Decals and Materials and Particles and Cloth"
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One best? No. That's a big "It depends" question. I presume 90+% of all the models you see in the professional CG world are textured with decals (or whatever their software terms the equivalent of that... "UV Mapping") Painting a decal lets you put a detail exactly where you want on a model. The other significant technique is Materials (AKA algorithmic textures AKA Perlin textures...). Materials are handy for general surfacing. The BlueSky movie "Robots" was done with all algorithmic materials, no decals. However, I don't think they are as commonly used as painted textures are today. I like using materials. Here are a few of my images that use Materials... Materials: sky, hills, stonework, demon skin Decals: box, demon eyes, eyebrows Materials: sky, cave and rock surface, dinosaur skin Decals: "STATE", hair Materials: almost everything except "STATE", "DO NOT TOUCH", and the hair. Materials: Sky, woods, metals Decals: gravel, hair Materials: all the surfaces including the wood and chipped paint effects are Materials. Decal: can label That's a big topic. Whole books and classes are made about CG texturing. However, texturing is probably where A:M is most like other software in the techniques used.
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Both the subscription license and the non-expiring license are for one computer only. Also note that the non-expiring license won't forever enable future versions. It stops with the version that is current when you buy it.
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Welcome back, kujaibacha! One subscription (AKA license) will let you run A:M on one computer for one year. If you have a Mac and a PC and want to run A:M on each you will need a license for each. A license lets you run anything back to v15 So, on a a PC you could run v15-v19.5 and on a Mac you could run v15-v19
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Yup, that's it! Thanks, Serg!
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Why don't the two "four-siders" in the selected group ("problem") form patches? It is not a problem of back-facing normals. What am I missing? Try it... HandProblem.mdl
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Hi Edward, The core problem is that the Head bone you are making the target of the constraints is a child of the bones that are being constrained to it. Something is wrong that it was even possible to make such constraints. It's a circularity! If I make a copy of the Head bone, name it HeadControl, make it a child of Back, then remake the Orient Like constraints for Chest, Neck1 and Neck2 and... constrain Head 100% to HeadControl... I get motion like I would expect when I animate HeadControl. Play the Chor in this PRJ... HedNek001d.prj I did this in v19.0, there was some oddness happening with constraints in v19.5 that I will need to report.