Back in 2004 I got an "Employee of the Month " award which took the form of a small gargoyle sculpture. I thought it would be a fun A:M modeling exercise so i began splining it out but hit a few road blocks and put it aside.
The plan was that the recipient would get to have it on their desk for a month and then the next month's awardee would take it over but by the time I got laid off six months later no one else had done anything anyone wanted to talk about so I still have the trophy.
Now I have some time, I think I'll try to finish it and see if I can rig him, possibly without straightening him into a T-pose.
"Monster Audition"
Everyone makes his or her own monster. It can be ANY kind of monster. Each monster walks on stage, does his audition then walks off.
The stage could be some sort of castle/dungeon looking location.
Perhaps this could be done in time for Halloween.
An Aim-at constraint.
There's no such thing as a kinematic aim-at constraint. There's an Aim-at constraint and there's a Kinematic constraint but they are two different constraints.
Here's my attempt at lower contrast sky such as your sample, but anything less and the identifiable cloud shapes aren't really identifiable any more.
overcast.mov
that Aris Kolokontes stuff looks cool but doesn't look decayed like a mummy that dblhelix is describing. On the other hand I'm not quite sure what dblhelix is envisioning exactly. Sounds hard...
When using all four cores, use the Windows Task Manager to set the "priority" of one NetRender node to "below normal" so the windows interface can still grab enough CPU time when you need to do something like move or open a window.
Can you show me a reference of what you are really hoping for and I can try to match that look closer. Slower, faster, lefter, righter... that's the easy part.
I've been thinking of suggesting that as a feature, being able to bake using an already-applied decal as the template. But Steffen has a full plate right now.
I agree. Lately I've had some success with rendering these textures on a simple planar model and applying them as decals on flattened models. So I suppose that will have to be my strategy to use them in 64bit A:M from here on.
Remember you can "bake" textures in place, no need to flatten.
An unexpected, not-quite-what-I-wanted, but interesting result from particle experimenting:
turb.mov
that's a force with turbulence blowing the sprites around
V16 64 bit includes the Darktrees plugin so those should work. I tested one, it worked.
Other things, I suspect not, but that's why it's good you can have both 32 and 64 bit running with the same license.
Any particular items?