Hey, that looks cool, Gerald! You know what you oughta do?... take a few moments to write a positive review of Martin's book on Amazon! Maybe do it on both .de and .com
It couldn't hurt!
I can do that , however I just had another idea... why use a 50% constraint for that?
Why not use 100%? Then you won't need to bend the control bone all the way back to get the geometry bone half way back.
Would that work?
180° is tough thing to track, the geometry bone is trying to split the difference between where it would be when the control bone is at 179° and -179°
How about... instead of using that 50% orient-like constraint... how about using a smartskin relationship to link the rotation of the geo bones to that control bone.
I'm not sure about the sequence vs. single question but...
2554pixels x 410 pixels x 24bits per pixel / 8bits per byte = 3.1 MB
if you have an alpha channel in the TGA it's 32 bits per pixel and makes for 4.1 MB
I believe the size that A:M reports once an image is imported into the Images folder is the full uncompressed size of the image.
The effector could work for a stationary floating object but not for a boat that moved forward and turned, leaving a curved wake behind it.
Something I was experimenting with was using particles ejected horizontally from a moving shape to build a displacement map for the wave that is created as a boat moves forward and turns.
boatwake.mov
After updating my NVidia driver i get slightly better behavior. A:M survives the switch to Bones Mode but crashes when do (T)urn.
Now the computer doesn't need to be rebooted anymore, either, so that's progress!
Someone try this in v18d and tell me what happens....
-restart your computer
-start A:M v18d
-start a new Object window
-Lathe a vase in the normal fashion
-ctrl-a to select all
-ctrl-c to Copy
-ctrl-v to Paste
-drag the still-selected copy a bit to the left
-click in the background to deselect all
-Press the Bones Mode button