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Everything posted by robcat2075
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Welcome to the A:M Forum! Introduce / Reintroduce Yourself
robcat2075 replied to Rodney's topic in New Users
Hold the presses... I've just edited my response. I dont' know why I wrote v13 where I did. so, here's the scoop as I know it...... v5?-v15 run with a CD in a CD drive v15 and later run with an online subscription. v15 was available both ways -
Welcome to the A:M Forum! Introduce / Reintroduce Yourself
robcat2075 replied to Rodney's topic in New Users
Welcome to A:M-land, nemyax Apparently, OpenGL only these days. I think that was an economy move to reduce maintenance time. D3D was always slower in real time than OpenGL so there was that against it and it didn't support Mac AFAIK. On subscriptions, I believe you can run v13 v15 and later on a subscription. A CD is used for versions up thru v15. v15 came in both CD and subscription versions. -
I don't know if it matters but there has been a substantial change in the compiler that is used since about v16. And other changes in the program. 13 sounds like a long time ago. Steffen could tell you but you have to wait for Steffen to get back.
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Do not really get it... isnt that a Disney movie (and of course a comic book)? Somehow Disney decided that having "Mars" in the title of a movie that takes place on Mars was bad and all that left for a title was "John Carter," which only serious sci-fi fanboys would recognize as a famous character name. The books are about 100 years old now, but they still read pretty well.
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That... I have no idea. What is it you want this all to do?
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No, we do not have Object "layers" in A:M in the sense that Maya does. We do have "selection filters" which can identify and display any subset of bones (or any other keyframeable thing) in a model. This is a functionality very similar to "selection sets" in other software. Enhanced Selection Filters, further explained I use them for quickly isolating just the spine bones or just the finger bones in the PWS view while I am animating. You mentioned wanting to export only certain bones. Let's say you animated something, then baked it so it could go to a game engine, maybe? Perhaps at that point you only want to export the bones that mesh is attached to? You could make a selection filter for all the bones you do NOT want to export and use that to call them up when you want to delete them in one swoop. Is that anything like what you are wanting?
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Fabulous!
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Keeping "of Mars" in the title is a good idea.
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The beaks worked here too. Maybe Matt just had a slow lane on the internet.
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Curious... does the server move do anything to the TWO and SO repositories? Will they still be there?
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hmmm... apparently blinking text is no longer supported. Maybe there could be a siren.
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I once talked to a guy who had used A:M for years and decided it was "unprofessional" because it "couldn't break the tangents" D'oh!
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And I'll note that if you want to "break" the bias handles, press p, also as in the modeler.
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The bias handles should be visible on a selected CP when "Show bias handles" is on, just as in the modeling window. If all else fails, do Help>Reset Settings and restart and see if that fixes the button.
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I was exaggerating a bit. I hope. He has some sort of health complication of which I don't know the exact details.
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I did suggest v17 earlier and I haven't been deleted. Now we have three people with a video problem in v18. Before it was just ToreB as ar as I knew. Matt and nemyax, do you have NVidia video cards? Something has changed since v18c. We'll need to get Steffen to look at that when he gets out of the ICU.
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If you point a camera or a kleig light at the ground plane and look at that from another angle , you should be able to see the portion of their field-of-view cone that is above the ground. Instead it's all being obscured by the ground plane. I just tried some earlier versions. The problem first appears in v18c
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That is definitely a bug! That is new, I get it in v18f but not in v17. I had not noticed it before. I will write that one up and report it to Steffen.
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Turn off Mirror mode. I'm sure that's not the problem but you just never want that on unless you WANT it on. Give v17 a try.
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nemyax, another thing to try... In v18... In Tools>Options>Global try switching "Real-time driver" to whatever it's not set on now and restart.
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from the 1970's... MK0ITXBWpHE Edit: corrected link:
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I tend to do that with FK spines when posing. Blender has never given me trouble with undos Another reason I don't frequently do that with chains of bones is that rotating them together forces them all to have identical angles of rotation. It's exceedingly rare that I will want that so... i just do them one at a time... plunk, plunk, plunk... and get what I really wanted.
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Yes, update your video driver, restart and see what happens. You may also try downloading and installing v17 and see how that does. You can have several versions of A:M installed with the same license. Copy the master0.lic file from your v18 folder to your v17 folder. There was a time about 10 years ago where if you even looked at the corner of the keyboard where CTRL-Z is it would crash. Maybe that's why I got away from using undo much except for the most trivial things. What are you doing that needs to have multiple bones moved at once?
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It IS pinned. I'm not sure what more one does.
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Happy Birthday to the finest Tinkering Gnome in all of A:M-land!