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Everything posted by robcat2075
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Send me one of the files that causes a crash when you open it.
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When it crashes, A:M will usually write a .dmp file to the directory your project is saved to. It won't have any human readable information but you can include them with a bug report to Steffen. But I'm not sure how we describe this problem for Steffen such that he can investigate it. IT sound like something very specific to your system.
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What is the advantage of an nas over any other drive?
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I just tried a generic run and I don't get that. You're sure you are not just moving the pelvis bone instead, of course.
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You'll have to explain that situation more.
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At last week's LAT I showed how to repurpose the TSM Biped leg for use as a rear Quadruped leg. https://youtu.be/KC7gqOOuSTg However, after animating with that arrangement a bit I recommend you use the real Quad leg. It is less finicky to pose in animal leg situations. Most of the process remains the same... you scale rotate and scale the bones into position the same way you attach and weight CPs the same way you test out your attachments and weighting in an Action the same way However, at the outset you choose the Quadruped skeleton in TSM Builder. The downside of the true Quad leg is that is has no FK option but that is rarely needed for animal legs. It also has no bone like the Biped's "IK Foot Target" that marks the heel of the foot but that can be added manually if needed. It also doesn't have the intuitive names for the bones that the Biped leg has. This pic shows the correspondence between the TSM Biped leg as I used it in our Cat example and the TSM Quad leg bones. @Roger @ChuckGram @KingVidiot @Shelton
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Model looks fine in HASH, export to OBJ and everything is wrong!
robcat2075 replied to Mikal's topic in Open Forum
If I export a model that is not a single surface to STL and import that STL as a prop it is definitely not a single surface. -
Model looks fine in HASH, export to OBJ and everything is wrong!
robcat2075 replied to Mikal's topic in Open Forum
A dime is a pretty small size for extrusion printing. Just to test, try thickening the thinnest places WAY thicker and see what comes out. -
Model looks fine in HASH, export to OBJ and everything is wrong!
robcat2075 replied to Mikal's topic in Open Forum
The actual conversion to polygons shouldn't be any different. It's the same code that is subdividing the patches, right?. -
Hooray! And there was much rejoicing.
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Hey Edward, how about if you bring this to Live Answer Time on Saturday?
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That's like something in the background of mad scientist lab.
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I'll give it a look but it may not be very soon. If any of our other sleuths want to look, that will be super, of course.
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I think un-nested could work if they are in the right order in the PWS. I haven't tested that however.
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A decal stamp can not be altered to change position A projection map material can look like a decal and its position can be animated. See my post in this thread. I don't recall if a projection map can be be used as a transparency map.
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Use another gradient inside the first one to control the end transparency.. Here is an example... Thread Reveal07 ReVealUnVeal.prj RevealUveal000.mp4
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I'm confused. That is what it looks like now. You do want sharp or you don't want sharp? This looks like a sharp end... It's not clear from your description why the animated gradient wasn't working. Animating decal placement is not possible. I need to understand what it is you want before I can know what to tell you to try instead.
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Cool scene! Is the end of the thread intended to be a fade out rather than a hard stop?
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Glad to see you're back at it! Restarting something isn't always bad, it's a chance to not make old mistakes.
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Well, I think Robert should stop being lazy and get the Image Contest video done! He really doesn't have any good reasons to not have that out yet. (but, thanks guys!)
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Mathematically predicting mag & bias values?
robcat2075 replied to R Reynolds's topic in Animation:Master
I know there must be a formula because Stitch with "Maintain curvature" works automatically. Lathe out your perfect four-point circle, go to Add Mode, then hold down SHIFT while you Add a new CP anywhere on the circle. The circle will remain a circle. The new CP has its biases automatically set and its neighboring CPS have had their biases adjusted for the new situation. It is probably a pretty hairy formula since it has to correctly handle not just circles and ovals but ANY spline curvature. This spline-inserting technique would eliminate manual bias fiddling for all of your new CPs except the one that are part of the sharp corners. While there is this Maintain Curvature ability for adding CPs, I regret there is no similar power for deleting CPs. -
Must be feeding time.
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I don't know much about the code in A:M but OpenMP seems to help quite a bit with non-rendering tasks like the "finding patches" thing when editing dense models and cloth simulations. Maybe particles too? But the "Final Render" is single threaded, AFAIK.
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I don't think enabling Open MP will bring much to net render if you are already maxing out your core usage. My understanding is that A:M currently only uses GPU processing SSAO and for certain post effect filters, so general rendering is not sped up by the GPU. I can't find where those filters are selected at the moment. But if you are using SSAO you may want to enable it. When "Use GPU" is off or if the card does not have the features necessary for GPU SSAO, A:M uses a slower CPU version. However, I would encourage anyone shopping for a new graphics card to get one that supports real-time ray tracing under DirectX 12, in case that can be somehow incorporated in a future A:M. Graphics cards prices are currently insane due to bitcoin miners and pandemic production problems, so waiting a bit before spending money might be wise.