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Hash, Inc. - Animation:Master

robcat2075

Hash Fellow
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Everything posted by robcat2075

  1. I like having a 4-core CPU so i can make use of netRender without needing a "net" You'll want the 64-bit version of Windows so you can go past 4Gigs of RAM. 4Gigs worked fine for most stuff but 8Gigs has met all my needs so far. A lot of mother boards just have two slots, and since the RAM works best in pairs you have to decide right away how much you're going to put in. But with a 4-slot motherboard you could fill two slots now and upgrade later with the other two slots and not have to toss out the RAM you started with. My SSD has made booting and loading faster but my motherboard doesn't support its fastest mode (AHCI) so I'm not getting the full benefit. I think some of the fastest SSDs now plug into one of the short PCI slots rather than use the SATA interface. I have a 250GB SSD for my OS and programs and all my data is on a 3TB hard drive. You'll probably want a large hard drive. The best addition for using A:M is a second monitor. When I'm animating it is fabulous to be able to take the PWS and spread it out on a whole screen so I can see lots of key frames without needing to pan around all the time. Make sure your video card can support two monitors. Any cheap, used monitor will do but you want it to have the same vertical res as your primary monitor
  2. I recall Martin has said in the past that A:M converts the spline patches to polygons at render time: Perhaps part of what you need is already inside A:M.
  3. Short answer: currently there's nothing in the alphas about a new renderer. I think to make that happen someone will need to be recruited who completely understands how A:M does what it does in every way and also completely understands how your target renderer does what it does in every way and can program fluently in both of them. And that person would have to have a lot of time available.
  4. Currently, the path to using another renderer is to export an OBJ series or an MDD (point cloud?), right? We had something like bucket rendering in v14 (it was horizontal strips rather than a grid) but it gave inconsistent results in complicated scenes.
  5. I suppose a first step would be a list of things currently not in the SDK that are needed to do this.
  6. What is bucket rendering?
  7. If you have a case that crashes that's good material for an AMReport.
  8. For that, the code for the plugin would have to be made available to Hash . Anyone from Soul Cage reading this?
  9. A significant item will be "Bullet" physics replacing "Newton"
  10. Rodger, I will submit your test case to AMReports for v19. I've made a few formatting adjustments to your post for clarity for Steffen to read.
  11. I gave it a try in the v19 alpha and the tweaked version does take longer.
  12. I don't know what pyramid hologram is?
  13. Glad I didn't say that!
  14. A stretch frame of Daffy Duck's eye... (from "Book Revue" (1945))
  15. We could have a tag like "Hall of Fame" and "Pick of the Litter" for the exceptional ones.
  16. Possibilities to try... -Copy the whole model into a new model window -Save PRJ, restart A:M and reload -Save PRJ, do Help>Reset Settings, restart A:M and reload
  17. I did a quick test with a vase copied until I had about 12000 patches and I get about a 2-second delay when i copy and paste a 4-patch section.
  18. How many patches in the model?
  19. Welcome back to A:M, Tyson! And you are a programmer, too!
  20. Maybe a managed Youtube channel would be a solution.
  21. That looks super, Kevin!
  22. That link is written right in your post but for some reason it is getting bad characters added to the end of it. I'm not sure why that is. For anyone wanting to try the link, shave the "%u200B" off the URL after you get a 404 error and it will work.
  23. Ah, I see, you did mention that...
  24. That is ominous! I was waiting for him to get zapped. I like the slowly moving camera shots, they add depth to the scene. Is the character all mocap or was there some manual keyframing on him?
  25. Let us know if there isn't any progress soon.
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