nope, didn't work.
I've applied a large decal to a large sphere to use as an environment. It looks good until I do an onscreen render, then the realtime view gets blocky.
Even saving, restarting and reloading the project doesn't get the res back.
I recall it being discussed here before... did we ever find a cause/fix for large decals that appear fine initially but then lose their res and appear blocky?
EDIT: I forgot to mention i was referring to the real-time view.
Sounds like you want to use "Action objects"
Create a new action for your character and drag the "weapon" into the action. then do the contraint in the action.
Later you can drop this action on your character in a chor and that will do the constraint and bring in the weapon too.
This brief demo explains how different actions on the same model in the chor have priority over one another and why they may appear to do nothing at all!
Action Precedence (post #7)
yeah, the i7 and i5 and i3 stuff ... that doesn't refer to cores.
Steffen is going to an Intel compiler so that may give an edge to Intel CPUs but I don't know how much. There are always too many variables.
You can always wait.... things will only get cheaper.
I have more trouble with After Effects 5. Some "compatibility settings" got it to work, with QuickTime 7 even, for small projects but large/long ones fail out at render time and I have to go back to Win XP to get things done.
I haven't bought a major app other than A:M since about the year 2000 so in most cases I'm working with software that MAY have been aware of Win 2000 at the most.
One thing I dont' like about premade systems is they might sell you 8GB on a board that can take 16GB, but they'll do the 8 with four 2GB sticks and fill up all the RAM slots, so you can't just buy another 8GB to get up to 16 you have to buy 16GB and toss all the old RAM.
Fun fact: the first movie to make use of that slowly moving camera technique was "Cabiria", a 1914 Italian film.
It was so different from the locked down cameras people were used to that the movie seemed almost 3D to the audience. For a while they even called it "the Cabiria effect".
wow! 2:44
That's gotta be the record now.
Yes, A:M's renderer is "single" thread although Windows seems to not use the same core continuously.
A:M multi-threads internal non-rendering things like "finding patches" and simulating particles. Enable OpenMP in your options for that.
Welcome back to A:M bobbesch!
I don't think there's any benefit to old cloth. Certainly no benefit for a new user.
We should make sure people are using Simcloth and staying with it.
The TAoA:M I have with the Sorceress on it uses SimCloth.