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Everything posted by robcat2075
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Oh well... guess we got wait until Steffen gets back and he's out for a while. I still think you ought to try to find a really cheap AMD card in the clearance bin and slap it in and see what happens.
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v18f is available now. Give it a try, Tore, and I will be curious to hear if it improves the problem for you.
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Ohhh.... that Jeff... Jeff Bolle aka Zaryin! I certainly want to wish you the best, birthday or otherwise! For anyone not familiar with Jeff's work there are some nice pieces here.
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How to reduce the frequency of iterations Rand() expression?
robcat2075 replied to serg2's topic in Animation:Master
Steffen has AtTime fixed in v18f so look for that when it comes out. He's also added something called CurrentValue that should let you use a current value in an expression as part of its new value. -
I can answer a few... You can transport your old CD version of A:M to any computer you wish (presuming it has a CD drive) v15 is 32-bit only but will run on a 64-bit OS. v16 was the first 64-bit version.
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Happy Birthday, Yves! I think of you every time i use AO.
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Well, i had to scale back a number of grand plans but i did get something in.
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I guess i still don't see what i use a Snap from the UV window for if i already have a capture made from the pose window applied back in the pose window.
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Snapping in the UV editor presumes you've already applied a decal, right? I want to make the snap the decal. however, I've gotten away from using the actual UV editor because some things like hooks don't behave well in it. You can end up with gaps or overlaps in your decal that you can't easily fix. Flattening and pre-arranging in a pose seems to be safer.
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Manually applying the capture like old times is what I did but I think I'll suggest that "Apply Snapshot" should be available in Poses too, since we typically apply decals there. It should be easy to make that path remember itself instead of always reverting back to the default path, right. I think I'll make a feature request of that too.
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If "Apply Snapshot" is only available in the model Window then you can't use it in a pose where you've flattened a mesh, right? It doesn't seem to be an option there.
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It will be "not responding" while it's churning through stuff. Let one run and you can start a second instance of A:M if you need to work on something. Of course if you'e not paying rapt attention to it you won't know exactly how long it took.
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Yes, it does look a bit small. I think part of it is that I modeled the head tilted slightly back. When i tilt the model forward so the face is more perpendicular to the camera it's closer to the 50/50 rule. And i also think that in the rotoscope I'm following he's got his jaw lowered. I think you have to have jaw closed all the way for 50/50 to work on a bald head.
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That would be interesting to do a comparison test.
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Right above my tut on "Copy/Flip/Attach" are two on fixing dead end splines. i recommend those too. Look on my tuts page for those
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Here's a version that will survive CFA with just a few omissions that need to be repaired manually. Basically i made sure that everything that was supposed to be a center spline really was at x=0 and had nothing shooting past it to the other side. HalfCharlie.mdl If you haven't seen my Copy flip Attach Basics video I recommend watching that. In general I think there are WAY more splines to make shapes than are needed which will create unnecessary work when rigging. For example the spline that outlines the shape of the lips doesn't need nearly so many CPs. (I realize that some of this excess splineage is the result of the tut in TAoA:M so it's not like you weren't following directions, but i don't like those directions) There are also many dead end splines where a CP is stuck on the side of a regular four point patch. Those should be ended as hooks. There are many dead end splines that end where two splines are already crossing. Those should be unattached and moved to end as a hook. Dead end splines make bad patches that create unnecessary creases.
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While I'm here... the mouth cavity seems to be attached to the outside edge of the lip on the face. typically the mouth cavity would be a continuation from where the inside of the lip is entering the mouth just as in a real person.
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I'm finding several cases where the "center" spline isn't very centered or has odd loops where it turns back away from center or has an undesirable loop crossing it. An actual crash shouldn't happen because of these things so it might be useful to send this version in as an A:M report, but there are probably enough odd circumstances to give CFA unexpected trouble.
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My initial attempts are that I can select any portion and CFA but not the whole model. I'm still investigating that. On a separate issue I'll note that the hair and eyebrows seems to have been made by selecting a portion of the scalp and extruding outward. This is a less than ideal practice as it creates interior patches between them which you can see by looking between the scalp and hair mesh. Those can create bad render artifacts and the extrusion process makes the splines on teh surface of the hair not continuous. That's why it has that polygon appearance. A better tactic would be to copy a portion of the scalp, scale it outward, then extrude just the outer edge of that new surface back down to the scalp
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CFA'd I'm afraid this isn't turning out to be as much of a likeness as I aimed for, but still need to do the hair. I've been following some rotoscopes but, of course, photographs are never perfectly oriented for that and judging the shape of the skull under his big hair is just guesswork.
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Just in time to hit after the end of Win XP support. Internet Explorer has a serious flaw not yet fixed and the fix is either not available to Win XP users or won't be automatically sent to them. I'm not sure which. U.S. Government Suggests that You Switch from Internet Explorer
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Actually it IS possible to do a repeat with Crop and Range but it's not simple. Use "Frame".