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Hash, Inc. - Animation:Master

robcat2075

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Everything posted by robcat2075

  1. Another tactic that works in some instances is... it the edge is sharp because it is made of peaked CPs, unpeak them then set te bias magnitude very small. 10 % or less. It will still be a tight turn but not as tight as a corner with a peaked CP. This is easier than stitching in a new spline.
  2. Once again i had to defer some grand plans but I did get my entry in.
  3. Times runnin' out! Stitching in an extra spline parallel to the offending edge would be the way to do it. Get your entry in, sharp edge or not!
  4. That's a new one! Glad you got that working. Enjoy retro-A:M and if you have questions let us know!
  5. The most time-honored tactic, seen in CG movies from Toy Story on, is to not have skin underneath the clothes since the skin under the clothes wont' be seen anyway. Weight the clothes CPs to the bones in the normal fashion of weighting mesh to bones. To say more, we'd have to see whatyou are doing so far.
  6. Bonus historical info... I have since found out that that commercial was from 1982 and won a Clio award that year. Rodney, is there a button in the current interface that creates YouTube tags or do we need to type that in manually now?
  7. I believe the deadline is on the midnight that comes after Sunday evening. It was last time. And yes, that is Pacific Time.
  8. If you mean smooth surface interpolation, I think we're going to see it in games thanks to Pixar's OpenSubdiv pretty soon. But if you specifically mean A:M's proprietary interpolation technique, it doesn't stand a chance. It's just math, math that worked ln HA:MR. Someone takes the routines in HA:MR that handled the conversion from A:M splines to polygons and translates them to feed the game engine. They write it as a plugin or add-on or library or whatever one does when one adds capabilities to an open-source program. That's not trivial, but it's something a capable programmer could be recruited to do.
  9. Get your entries in by midnight Sunday night!
  10. Looks like the Youtube tags on that link aren't interptreted by the new forum server. Someone will probably figure that out. Try this
  11. I'll note that the surfaceproartist site also has a number of reviews of cintiq-like monitors from other manufacturers which may be interesting if you are curious about lower-cost alternatives.
  12. Are there any open-source game engines? If you could take the spline-interpreting part of HA:MR and insert that into the animation functionality of a game engine that displayed with WebGL then you could use your A:M assets directly in your game instead of having to convert them into weird format and losing all their special stuff.
  13. Welcome to the forum, Rich! Theoretically you can also see your license # on your account page at the Hash store, but I just tried that for my account and I get the same error. I'm going to guess that this is because of the server change they just did a few days ago which is still being worked on. Hopefully Jason can get that fixed soon.
  14. If this could do what one might do with a game engine but without all the conversions and middle steps to get there that would be a handy thing. I admit it is not a frequent need for most 3D users in the way that regualr renders are.
  15. Here's a review specifically comparing the Wacom Companion and the MS Surface Pro 3 Microsoft’s Surface Pro 3 vs. Wacom’s Cintiq Companion And here's a site dedicated to Surface Pro usage... http://surfaceproartist.com/
  16. Here's a pretty impressive Fake SSS effect rendered with WebGL. http://alteredqualia.com/three/examples/webgl_materials_skin.html It's not perfect and it's just a trick but if someone could figure out that trick and add that trick to A:M that would be cool. YOu wouldn't need WebGL, just the math that makes the trick work.
  17. It's unlikely that the windows version is the problem, but there are compatibility settings in Windows 7 for programs made for previous Windows. Since you have 6 cores you could run up to 5 or even 6 instances of A:M with each one rendering its own range of frame, to speed up your rendering.
  18. On that matter, I'll venture that since the texture is interpreted correctly in shaded mode and progressive render that the problem is an oversight in A:M's renderer.
  19. Interesting. I like that they can have comments in their files. Any idea what the other k things stand for?
  20. Hi Gary! Without seeing the problem it's hard to know the solution. However... if multi-pass fixes it, do it in multi-pass! Yeah, it will take longer but you don't have a deadline and it will get done. How many cores do you have on your computer?
  21. I think you should make the banners a part of all the skins so it's always there. It was a great piece of instant demo that everyone who came to the forum woudl see.
  22. Ooo... I miss the old f oooh... I miss the old forum already. In the old forum there is a column identified as "last post info" In the old forum, The "last post by" links in the "last post info" column would take you to the first new post since you last looked at the thread. In the present forum if you click on the time stamp in the right-most column that will take you to the last post in the thread but the column isn't labeled about that in any way.
  23. It's a bit unclear. The name at the far right isn't explicitly identified as the last poster. In the old forum the link took you to the first post that was new since last you looked at the thread. I dont' know if this one does that. We haven't had enough new posts.
  24. If you click on the time indicated at the far right under neath a member name that will take you to the last post.
  25. Fun dancing! I'll note that for someone to lean backwards they have to shift their hips forward to compensate or they would fall backwards.
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