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Everything posted by robcat2075
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Yes, although we don't catch everything
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from the Too Many Times to the Well department... 'Toy Story 4' coming from Pixar in June 2017
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Thanks to Jason1025 for noticing it!
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www is one of the odd cases where the abbreviation has more syllables to say than what it's trying to abbreviate.
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"Bake Dynamic Systems" appears to be fixed in the upcoming v18h. My brief test shows it correctly creating keys for the duration of the animation.
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Wow. My cat would be on that in a second and stay the whole winter.
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Personally, I'm against all the suffixes. It just forces you to register and keep paying for near-duplicates of your URL to stop someone else from impersonating you with a .info instead of a .com or a .org They seem to have fixed the web so that you don't need to put in http:// or www anymore. They shoudl fix it so you don't need the suffixes either. I like .com because usually when I see it i see .corn and that tells me I need to clean my glasses.
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yes, you can run v16 and any version that runs on the license scheme (non-CD). After you install v18 and get its new license running, copy the master0.lic file from your v18 folder to your v16 folder and that will enable v16.
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Correct Normals plugin crashes on 18g
robcat2075 replied to pixelplucker's topic in Animation:Master
I suggest submitting just the original seat board and noting that the plugin crashes on it. It may not be possible for the plugin to solve the internal patches but a more graceful exit would be preferable. -
Correct Normals plugin crashes on 18g
robcat2075 replied to pixelplucker's topic in Animation:Master
EDIT: I see Rodney beat me to it!... Yup, I suspect Rodney is on the right track. The internal patches probably create an unsolvable dilemma for the plugin, since there is no way to flip them to agree with their neighbors. Most of those internal patches could be avoided without any increase in mesh density by proper extrusion workflow. They are not always a problem but by process of elimination it seems to be the board that makes the seat that IS a problem. If I remake it like this by adding two center splines all the internal patches are eliminated and the plugin survives. It also reports "Nothing to do!" but at least it doesn't crash. kitchen chair seat.mdl -
That does make it clearer although at least the indenting is still in current versions. I'm confident it wasn't dropped for the purpose of making A:M harder to use. V9 would be around the time just before they launched on a push to unify the Windows and Mac versions into one code base. I know some interface features disappeared because they couldn't be duplicated in both versions (without a substantial, lengthy recoding effort). Perhaps this is one of those.
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Wow, I don't even remember that. You can post an image after you click "More Reply Options"
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I believe the desire was to be able to recreate the morph targets and other deformations that characters rigged in other programs have so they can bend at joints. If one could get that altered shape into A:M and turn that into a pose, then you would not need to re invent all the point weighting. that's the plan.
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Help Us Hash, Inc needs new polos
robcat2075 replied to Jason Simonds's topic in Contests/Challenges
New polo shirts! That sounds like a commitment to the future! We've got a number of smart designers around here, there ought to be some good entries! -
Correct Normals plugin crashes on 18g
robcat2075 replied to pixelplucker's topic in Animation:Master
None-the-less, if you have an actual crash you can reproduce, that would make for an appropriate bug report. -
Best wishes, Will! May all your Zandorias be fully tarred!
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Correct Normals plugin crashes on 18g
robcat2075 replied to pixelplucker's topic in Animation:Master
To try... Copy the mesh, paste it into another model window and save. Try the plugin on that. Also possible... Reset all settings. -
Correct Normals plugin crashes on 18g
robcat2075 replied to pixelplucker's topic in Animation:Master
I just tried it on a vase and it didn't crash. -
Following up on Nancy's test.... i find that v18d is the last one in which "Bake Dynamic Systems" works. It appears to be broken first in v18e
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Did you really mean "can't"? I note that that video is done with AM2005 and the "Bake Dynamic Systems" menu item isn't there. However it is in AM now and "Bake Dynamic Systems" now does what the "Simulate Spring Systems" did back then with the same result of creating keys in the timeline. The feature is still there in v17, just under a different name.
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I've tried the essential demo that you did in your video. (I have not watched the 150 Meg video yet.) It is indeed broken in v18. It does work for me in v17 in v17 I can "Bake Dynamic Systems" to get the dynamic constraint action keyed on every frame. (Note that as far as I know this stuff has always been called a "dynamic constraint" and "Bake Dynamic Systems" is the way to lock it in. "Spring systems" are something else entirely that I have not looked at. They had something to do with the old cloth scheme.) In your video you are trying to key the stiffness of the constraint, but you are changing the value of stiffness in the model's properties. you can't key anything in the model, only set a value. For any model parameter to be key-able it would have to appear in the properties of the model in the action. However, even if I turn on "show more than drivers" the properties of the dynamic constraint are not available. "Lag" and "Enforcement" for the relationship the constrain is in are available. Hold it... It is possible to add the constraint in the action rather than in a pose that is turned on in the action. I can do that (I'm still in v17) and key the stiffness parameter. This sample PRJ shows the constraint added in the action and the parameter keyed in the action. The floppy pillar starts out at 100% stiffness and then transitions to 50% stiffness. Floppy04.prj Hold it... I've gotten a little farther in your video and it seems you have discovered this approach. Was it ever possible to have this key-able means other than by first adding the constraint in the action or the chor? My suggestion... You need this baked? In v17, add the constraint in the chor or action you want to use and "Bake Dynamic Systems" in v17. Save, and then you can render in v18 if you have to. Note that if you bake a simulation in an Action that you intend to repeat in a chor, it is extrememly unlikely that the simulation will match at the beginning and end of the Action. You'll get a jump when the Action loops. It is better to only key your regular bone animation in the Action, use the Action in the chor however you intend to, and then Bake in the chor. I recommend submitting a bug report on the baking problem. include a sample PRJ and show that it works appropriately in v17 but not in v18.
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I tried loading that but aside from many images it asks for an .act file that is not embedded in it.