Could that be a filterproblem? Like selecting all x channels in the chor? Etc. ?
But it only happened on this one Null
There are several identical pairs among them but most are unique.
It got discussed here a bit
http://www.hash.com/forums/index.php?s=&am...st&p=343784
forum search on "Normal" gets you stuff
http://www.hash.com/forums/index.php?act=S...hlite=%2Bnormal
To model an inside of a shell structure you could use Steffen's Puzh replacement plugin to quickly get a slightly smaller version.
It's out there. I don't have the link.
On main reason additional geometry might lengthen render time is that the shadowing and self shadowing is more complex.
A modeled shoelace casts an actual shadow. A bitmap that looks like a shoelace doesn't create any additional shadow calculations.
That said, a few simple tests would tell you more about the trade offs.
V16 is twice as fast at rendering as v15, BTW.
More patches do render slower but only slightly. Twice the patches might make for 0-5% more time.
Lots of R&D is required for each cloth situation but cloth itself is just patches. A very dense cloth will make your real time performance slower and will take quite a while to simulate.
Modeled cloth is certainly simpler to work with that simmed cloth and gives you complete control of the result.
I let 50,000 pass without a ruckus but for the occasion of 60,000 views I'll ruckus...
has passed 60,000 views!
It's probably the only thing I'll ever do that will get 60,000 views. <_>
If there are no unassigned CPs that would mean that are all assigned to something.
There is no truly unassigned CP since every CP begins assigned to the model bone by default.
When any bone is selected (in bones mode) its CPs will flash yellow.
Likewise, when the model bone is selected. If no CP flashes, no CPs are still assigned to it.
Turn on "Advanced" and use advanced always so you can see what you are doing.
your tga render has an alpha channel. When you render to TGA, the alpha buffer (an "advanced" setting) is on by default. An alpha channel allows something other than the background color to show through instead.
Turn that off and you should get your set background color. If you render from the camera view that is "sky" blue by default. If you render from some non-camera view that will be the interface background color which is a dark blue by default.
JPG doesn't support alpha channel.
Quicktime (MOV) may or may not include an alpha channel depending on what codec you choose. "Animation" codec includes an alpha channel. "Animation" produces large files, dont' use it unless you have a reason to need it.
Unless you plan to use your image in a compositing app you don't need an alpha channel.
TSM2 hasn't worked on the mac for a long time since one of those cat-sounding upgrades came out.
It does work fine on 64 or 32 bit windows with 32-bit A:M and, of course, once the character is rigged it can be used on a Mac.