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Everything posted by robcat2075
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Questionmarks on containers in a pose and a suggestion
robcat2075 replied to Heiner's topic in Animation:Master
I think the question mark icons are supposed to indicate that some link in the relationship is broken, like if the named target bone in a constraint is no longer there. But sometimes the question mark icons appear when there is not really a problem. -
Questionmarks on containers in a pose and a suggestion
robcat2075 replied to Heiner's topic in Animation:Master
If you save and reload are they still there? Do the relationships still work? -
I don't know about Android, but the linux market probably isn't much of a market in terms of willingness to part with cash to buy programs like A:M. I think most of them are drawn to linux because it is free and want their programs to be free also. That's just my sense of it, I haven't done market research on it.
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Very festive!
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1/2 page plug in Animation Magazine
robcat2075 replied to zandoriastudios's topic in Tar of Zandoria
Congratulations and I bid you smooth sailing on the seas ahead! -
I think that is a vestigial command from the old (now obsolete) cloth wizard. I'm not sure how that worked or what it did. If you could find some documentation on the old cloth wizard (not Simcloth) it may give enough hints to experiment with it.
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Holiday Image Contest Voting Now Live
robcat2075 replied to Jason Simonds's topic in Contests/Challenges
Nice looking entries! -
The "Limit Max Drawing Time" option doesn't seem to work as intended in current versions of A:M but back in the days of slow computers and slow graphics cards this is what it looked like: LimitMaxDrawing_time_demo.mov In current versions of A:M, turn "Limit Max Drawing Time" OFF.
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I am not sure if it really is a bug... it prevents the view from blocking the program by limiting its drawing-time. If in that time, nothing can be drawn on the surface, nothing is displayed... or am I missunderstanding that one? See you *Fuchur* The time limit is only if the view is moving, turning, scaling, etc... A:M does as much of a redraw as it can in the time increment chosen. Once the view has stopped changing A:M should take as much time as needed to complete the screen.
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Anime girl looks good, I hadn't caught her before this! Merry Christmas!
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I'll note that you can create a custom toolbar to make an onscreen replacement for the Numeric Keypad... http://www.hash.com/forums/index.php?showtopic=45739
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Creating and Editing Custom Toolbars As an example of toolbar editing, this video shows how to create an onscreen replacement for the Numeric Keypad. Errata: at 06:27 I say that the Perspective/Orthogonal Toggle is not normally implemented on the Numeric Keypad. That was possibly true when I recorded the video in 2013. However, in 2024 it is certainly implemented on the "9" key of the Numeric Keypad. I recommend placing that button on the upper-right corner of the custom toolbar we are making and placing the "Increase Subdivisions" at the bottom. CustomToolbarsH500.mov Video on YouTube: Errata: at 06:27 I say that the Perspective/Orthogonal Toggle is not normally implemented on the Numeric Keypad. That was possibly true when I recorded the video in 2013. However, in 2024 it is certainly implemented on the "9" key of the Numeric Keypad. I recommend placing that button on the upper-right corner of the custom toolbar we are making and placing the "Increase Subdivisions" at the bottom.
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"Limit max drawing time" should probably be removed. It hasn't worked in ages.
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Jessica Rabbit does not have a sexy ribcage.
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It's like Liberace's Dancing Waters!
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If you haven't read it already, Jeremy Birn's "Digital Lighting and Rendering" is a good book for ideas on how to work with CG lighting. (I see he's just come out with a 3rd edition. My notes are on his 2nd edition)
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You might report it to A:M reports. There's usually a solution for z-buffer problems. The hat hole may be a bias setting that is too high. For now, you could use a shadow-only z-buffered light and light lists to get a shadow for the spline and use ray traced lights for everything else.
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interesting. I suppose the techref doesn't say anything in this regard. Is there a reason Z-buffer won't work for your shot?
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.atx files go in the "Textures" folder (on the hard drive) They are used as part of a "Material" when you on the default attribute and choose one as the "Type" There is a brief overview of material creation in details of most Combiner and texture parameters are covered in the TechRef. Most of them are very general building blocks for more complex effects so experimentation and planning is needed. If you have questions beyond this, do ask.
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Does it work with z-buffer? I would not expect it to work at all since splines are infinitely thin and the "line" is probably painted onto them as a sort of post effect.
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Nice flower! Welcome to the forum!
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I think a certain number will produce different results depending on the number of patches and the actual dimensions of the model. My advice is start with 1, then try .5 or 2 if the result was too large or too small. I'll note that the baking result isn't always a square, sometimes you will get a rectangle that is twice as long in one dimension as the other. I have resized the rectangle to a square in Photoshop for an app that needed a square and it seemed to work OK.
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Steffen gave this explanation No, I don't think that is on the change list.