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Hash, Inc. - Animation:Master

robcat2075

Hash Fellow
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Everything posted by robcat2075

  1. Someone turn on the jenpy-light!
  2. So it's something about the specific OBJ that causes the problem? I know it's time consuming, but if you imported the OBJ as a model rather than as a Prop, would the transparency work correctly then?
  3. That is correct. The license is not transportable. Fuchur isn't an employee of Hash, he's just misinformed. I'm not an employee of Hash either, but if you could link me the page that says "hardware dongle" or implies it ( I couldn't find one) I'll encourage them to fix it.
  4. In V17 I get the same effect Pixelplucker does at anything besides 100% transparency. I can't test it much in v15 or v16 because the OBJ comes in in a completely different size and location, not matching the mdl portion.
  5. So the problem is not really "transparency", it's OBJs with transparency. Can you post a sample OBJ? Direct3D is a subset of DirectX, one of many DirectX things like DirectDraw. There's even a DirectMusic.
  6. Yes,i just tried it. set the time to any frame and then export.
  7. I'm pretty sure you can just set the time to any frame you want before you Export as model.
  8. What does it look like when you load my test PRJ?
  9. I dunno... I get the choice in 32-bit A:M v17 still... Is it possible your card doesn't' support Direct 3D and A:M just skips it then?
  10. I had to watch it several times to figure out what I was seeing. It wasn't immediately obvious that he was looking out a window. I'd suggest having some visible, dark but visible, scenery on the outside to see get lit up when the lightning flares and then i'd reduce the reflection level on the window so that his image in the glass is perceptible but not the brightest thing in the scene. The reflection of the back wall in the room is too strong also.
  11. I like the "art" look of that lightning. It's not realistic lightning, it's like what you might see in a stop-mo film.
  12. Per the viideo, You leave those 2 seconds unused ( and unrendered, for now) so that a camera transition from the last segment to yours may be fashioned. We dnt' know what that will be untila ll the segments are in and an order has been chosen. It may be necessary to drag each object timeline separately, let me know if that works.
  13. For Pixelplucker, the answer is "no", it looks the same in every possible view and zoom, right? This is why I'm not sure what we're talking about. V15 doesn't have retopology. Are we talking about transparency while retopology is being used or just transparency in general?
  14. Here's a test of an object with transparent materials at 100%, 75%, 50%, 25%, 0% It seems to be all correct in shaded realtime mode TransparencyTest01.prj transp.mov
  15. It's a strange mental frame-of-mind. I understand it but can't really explain it in words. I think a lot of it has to do with "What the cool kids are doing." I've noticed a big thing in Maya circles is the "How to Cheat with Maya" books, as if there's some super-secret thing that's being revealed. I feel like saying "You don't have to 'cheat' in A:M, the right way is also the easy way", but that's not as much fun as a "secret".
  16. I'm confused. I thought the problem was related to using retopology? If not, why are talking about coplanar patches?
  17. You can dull the highlight by making spec size much larger and intensity weaker Instead of using real reflection you could use a reflection map material with a blurred reflection image. This would also probably render faster, too. A similar tactic might do well for the copper surfaces also.
  18. Other ideas... try the 32-bit version of A:M, try Direct3D instead of OpenGL.
  19. Is that the only way the resplining tool works? Does the transparency work any different in other views like birdseye, or in perspective vs. flat?
  20. You can probably grab all the keys in the PWS and slide them.
  21. OK. The perspective was ambiguous and I thought maybe it was on something but casting no shadow.
  22. Is that thing being drilled sitting on the surface below it or floating above it?
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