-
Posts
28,219 -
Joined
-
Last visited
-
Days Won
397
Content Type
Profiles
Forums
Events
Everything posted by robcat2075
-
Those are lovely, Myron!
-
I think it's in the .MAC file. I don't know if it can be transplanted. If it's not in the .MAC it might be registry data.
-
-
Got a new 3D scanner, models are now much more complex, AM hanging
robcat2075 replied to MAYAman's topic in Animation:Master
You dragged the STL Prop into the Chor but did you start a new A:M model in the Objects foIder and drag that into the Chor also? After you do that... in the PWS, in the Chor, there is a "Shortcut to [your A:M model name here]", the empty model you dragged into the Chor. Selecting that enables the Modeling Mode icon. Turn that ON. Turning Modeling Mode ON enables regular splining tools in the Chor except... you can not use simple left-click-drag bounding boxes to select groups of CPs, you must use lasso tools. -
Got a new 3D scanner, models are now much more complex, AM hanging
robcat2075 replied to MAYAman's topic in Animation:Master
The information that has to be processed for a CP and the splines that intersect it and the patches they make is much greater than for a vertex and a facet in a polygon model. But now you're converting all those vertexes and facets into full CPs and patches and there is something A:M has to do called "finding" after every CP is added to a spline that seems to take exponentially longer as the CP count increases. My experience is that any model above 10,000 CPs is probably impractically tedious to edit. It's possible that if you wait long enough a 1.5 million vertex model might finish importing but the same can be said about a killer asteroid strike happening or the Sun running out of fuel. -
Got a new 3D scanner, models are now much more complex, AM hanging
robcat2075 replied to MAYAman's topic in Animation:Master
After you import the Prop, you can put it in a Chor and model new splines there, I recall. Drag the Prop into a Chor. Create a new empty Model and drag that into the Chor. Select the Shortcut to Model, then choose Modeling Model to begin editing the Model with new splines. Snap to Surface (Shift + 9), which attempts to place new CPs on the surface of a Prop or other object already in the Chor was made for endeavors such as yours. -
Got a new 3D scanner, models are now much more complex, AM hanging
robcat2075 replied to MAYAman's topic in Animation:Master
-
Got a new 3D scanner, models are now much more complex, AM hanging
robcat2075 replied to MAYAman's topic in Animation:Master
How are you using this scan? Are you trying to edit the polygon mesh down or are you drawing new splines on top of the polygons? -
v19.5 is out now. Having a 19.5 suggests plans for a v20.
-
@Rodney @Roger @Shelton Guys, let's wait on Lesson 12: Chars and Bools. If you've already done it, great, but we'll catch it the next week if you haven't!
-
@Rodney @Shelton @Roger Get started early! I started mine tonight and found the "limits" and formatting stuff is more fiddly than I remembered it being.
-
Amplitude can be used for talking
robcat2075 replied to johnl3d's topic in Tinkering Gnome's Workshop
He needs a cape and some vampire fangs. -
Lesson 10: Integer Types Integers are whole numbers and the computer can store their exact values... within certain ranges. John Purcell shows how to use the <limits> constants to find the min and max allowed values of different types of ints, and how to use "sizeof" to see much RAM they take. Assignment: There are at least 10 distinct types of integers in C++ Pick at least four types. In your program, declare an instance of each type, assign it a value, output the values. Conclude the program with a display of the minimum value, maximum value, and "size" for each of your four types type. Label your output! Lesson 11: Floating Point Floating point numbers can represent numbers with fractional decimal portions. Assignment: Declare at least two types of floating point variable and prompt the user to input values for them. Use the tools of <iomanip> to display the values in several formats and their "sizeof" values. Label your output! Lesson 12: Chars and Bools? TBD
-
v19.5a real time alpha-channel render glitch
robcat2075 replied to R Reynolds's topic in Animation:Master
Yeah, this has been a problem for alpha channels in sprites too. If you can present a sample PRJ for this... it will save me from having to do it -
I thought it might be as simple as you sending me a check, me depositing it, waiting for it to clear and then buying the subscription for you, but no... my bank (and probably all other US banks) will not accept any foreign check. I also found that no international money transfer service that is good in the US is operating where you are. My only remaining idea is to have you or someone you know arrange the purchase while in a neighboring country.
-
2006 extra Cd had some pretty active characters
robcat2075 replied to johnl3d's topic in Tinkering Gnome's Workshop
No, I think he just got tired of being Richard Simmons. I would. -
2006 extra Cd had some pretty active characters
robcat2075 replied to johnl3d's topic in Tinkering Gnome's Workshop
This reminds me that Richard Simmons has not been seen in almost 10 years. -
Hi Ed, Although the spline appears to present a continuous controller, it get sampled along the length of the hair by how many "Control Points " are set in the Hair System properties. Set to 3... Set to 7... Set to 11... Higher "Control Points" number will increase rendering time, so set it as low as you can stand. Hairs seen at a distance may not need high settings. However, even with fairly high values, the ends of some hairs may shape oddly (see the two hairs circled in red above). Setting the thickness spline to reach zero earlier than 100% in the timeline helps avoid that. Here I've gone to zero at about the 90% marker... PRJ with altered material embedded: LeafTest_ThisOneGoesToEleven.prj
-
Could you post a sample PRJ with that demonstrated?
-
Those deep fakes are getting too convincing.
-
That is smoother. The gliding look is from his hips not having an up and down component. If you have "The Animator's Survival Kit", he talks about this element of walks on pgs. 106-109 The up and down is present in almost all walks. I made this clip to show the hip up-and-down is present in a live walk. WalkRef DotTrackedH2000.mp4 If you have QuickTime you can scroll through this frame by frame. The key point most people get wrong is that the lowest point is not at the moment of heel contact and the highest point is not half-way between the heel contacts.
-
I forgot I had this on. I have cautiously unchecked the compatibility mode option and was still able to do a progressive render that ran more than 5 seconds. AFAIK, Steffen hasn't addressed this so it may be yet another change in Windows. Steffen has this listed as "Assigned" although not "Resolved" so it is possible he did something to make this change. However, since v19 seems not to need the compatibility mode now either, it may be a Windows change. Interesting. Try unchecking compatibility mode. If you get good results, it's probably safe. If not...?
-
Yes, do that. Narrate your actions as you go through the motions and note the problem. Did this ever get made an AM bug Report? Have any newer card drivers come out since this thread?
-
They look like they're having fun!