-
Posts
28,191 -
Joined
-
Last visited
-
Days Won
390
Content Type
Profiles
Forums
Events
Everything posted by robcat2075
-
I hope that isn't the formal launch announcement. That will need a fresh new thread to get everyone's attention with the rules and guidelines and downloads front and center at the very top so no one can reasonably miss them. Don't launch this yet.
-
The easiest thing woudl be to build that shape with a path in phtoshop or illustrator and let the AI importer fill and bevel it for you. To fill it manually, I might do it like this: The green circles are hooks, not dead-end CPs. After i filled it, I'd extrude the outer spline once and scale (making the purple line)and move it back a bit to make the bevel and extrudeit again and move it back farther to make the sides of the lock.
-
By "Select" you mean you can't draw a bounding box around part of it? I just tried it and found that all the Sweeper created CPs appear green, or selected. Select the "SweptObject" group that is created in the PWS, then click in the background of the model window and all the CPS should become unselected and selectable again.
-
Try this... Importing an image sequence Importing_An_Image_Sequence_H250.mov
-
Happy Birthday! May all your wooden swords stay sharpened!
-
Hope we... see more... of you, David! Happy Birthday!
-
When you make a setting on something in the Chor it will override the setting the object has in the objects folder
-
You mean this isn't natural?
-
3rd party material combiners
robcat2075 replied to R Reynolds's topic in Work In Progress / Sweatbox
I'm sure there's an easy solution. Let us know when you want to try. -
My next step would be to make a more meaningful pose on the character. What's in the bottle, and what is the character's relationship to it?
-
Chors embed items that are not saved elsewhere. Look up in your objects folder. Every object either has or hasn't a floppy icon on it. The ones without a floppy icon are ones not saved separately from the PRJ and if you then save a chor from the PRJ the CHor will embed those objects in it. Right click on each object in the Objects folder that you don't want to be embedded and save it to your hard drive in some appropriate spot. Now when you save a chor those objects will still be loaded when the chor is loaded but they will be loaded from the spot you saved them on your hard drive, their data isn't saved in the actual chor anymore. If you want something to not be part of the chor at all, neither embedded nor linked to, delete them from the chor before you save the chor.
-
If you load that old project does it still work?
-
3rd party material combiners
robcat2075 replied to R Reynolds's topic in Work In Progress / Sweatbox
That's what I got... the shortcut for 32-bit NetRender... also probably because I ran 32-bit installer last. So I ran the 64-bit installer again (check the install path carefully, mine was still looking at the 32 bit folder) and now I have a shortcut for 64 bit Netrender instead. Double check the path so you don't end up with an extra folder level appended. -
Two is faster than 30!
-
3rd party material combiners
robcat2075 replied to R Reynolds's topic in Work In Progress / Sweatbox
Thanks for the tip, Robert. So I save my current copy of master0.lic and then copy it into the V16.0 folder (both 32 & 64 bit) after the installs? Does this also apply for someone such as myself who paid the premium for a "permanent" copy? I presume you could also do the authorization that involves pasting in the key you got in an email, but saving and using the master0.lic is faster. Of course, you have both safely archived somewhere, none-the-less. BTW, I think a proper path for 32-bit would resemble this C:\Program Files (x86)\Hash Inc\V16.0 When you're done the Master.exe file should sit in that directory and not in some further directory in that. and a proper path for 64-bit would be... C:\Program Files\Hash Inc\V16.0 If, later on you wanted to have some other version also installed, perhaps v16a because you want to compare it with the current v16b, you coudl run the installer and manually specify and address like... C:\Program Files\Hash Inc\V16.0a I suspect your desktop icon gets set to whatever the last install location was, so you may want to manually create specific shortcut icons for each version you use. Those are in the .MAC file I think "register extensions" tells Windows about A:M file formats so that when you double click on a .mdl file it knows to start up A:M I forget what the "Additional plugins" are. Anyone know? Was it something to do with the automatic backup stuff? I'm also not sure what danger they represent. I presume they could be had later by just running the installer again into the same dir -
3rd party material combiners
robcat2075 replied to R Reynolds's topic in Work In Progress / Sweatbox
Is that a name you created manually? I've never had "Subscription" show up when I've been running a an installer -
3rd party material combiners
robcat2075 replied to R Reynolds's topic in Work In Progress / Sweatbox
My 32 and 64 bit version are in separate folders. 32 is in Program Files (x86)/Hash Inc and 64 is in Program Files/Hash Inc folder Although my plugin still didn't work. Just top be proper I'd uninstall both (of course you'll save your master0.lic file before you do this) and run both installers again and pay attention to where the default installation address is going. Note that if you manually navigate to a desired directory the installer may append an unnecessary folder level to the address. I'm not sure why. Double check it before you go on. -
Tell you what... How about if i make a first draft of "the rules" and if we can use them or or agree on something like them I'll handle figuring out the transitions?
-
3rd party material combiners
robcat2075 replied to R Reynolds's topic in Work In Progress / Sweatbox
You can render Normal Maps directly in A:M now with the Normal Map Buffer. Here a simple demo. -I modeled some stuff i wanted to convert to normal map -put it on flat plane -pointed an orthogonal camera at it (top window) -rendered with "Surface Normals" and "Save Buffers" ON -resulting normal buffer render shown in lower window. NormalMapMakerDemo.prj -
3rd party material combiners
robcat2075 replied to R Reynolds's topic in Work In Progress / Sweatbox
I found the plugin. I also get a "can't load" message in v16b What does this do? Do you use it to create a normal map version of 3D objects that you then put on a flat plane? -
3rd party material combiners
robcat2075 replied to R Reynolds's topic in Work In Progress / Sweatbox
Not sure. Is that on the forum somewhere, so i could try it? -
Robcat... um.. no. Wish there was a pop up message at installation that said copy this license file to your external backup. Will remember this, though. Go to the image of your old drive that I recommended you make several posts ago... ...and you will find your master0.lic file in the folder where A:M was installed. Or go to your old hard drive that the SSD replaced. What? You reformatted your old hard drive? I'm pretty sure no one recommended that.
-
Did you copy your master0.lic file?
-
Robcat, I might be missing something but... I just cracked open your project, and while I find your set of 23 images, but I see no change between them. The project only has a begin and end keyfram for shaggy. Was there to be more, or were you just trying to set length and scene? That is intentional. I did that to test the process. A finished segment would have Shaggy performing something in the middle but the beginning and end might be very similar to what is there now and the beginning and end are what you will need to engineer transitions to and from. What I did is within "the rules" as we have them now. If something like that absolutely cannot be transitioned to/from then we will want to think about the rules more before this project is launched for real. But I think a transition can be engineered for something like that.
-
based on thejobe's picture it looks like the rear needs to be beefed up. I'll be interested to see what you get when you put hair on that.