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
And the problem is that Steffen doesn't have a Mac with an NVidia card? that will make it harder.
Is there a previous version of A:M that works correctly in these things?
Just to try... any or all of these
-Options>Global switch the real-time driver. (may need restart)
-Options>OpenGL switch "inverse sort order" (may need restart)
-do Reset All Settings (will need restart)
If those don't help then a bug report is in order.
Until that can be fixed revert to the last version that worked appropriately.
Can you post a sample model where the next step causes this lock up for you, or post a model and describe the steps that do it?
I'm still not sure what the maneuver is to try it.