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Everything posted by robcat2075
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Property Info is A:M's internal documentation window. You can on most parameters in the PWS, choose "Display help for current property" and the Property Info window will open to show a description of the parameter and possible values. Some have verbose descriptions, some will have just example values listed. I leave the window closed normally, it will open automatically when I use the feature.
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The mesh of the cutter and the mesh of the object need to have their own bones. The bone for the cutter mesh needs to be a child of the bone for the object mesh, and "Boolean Cutter" should be set to "ON" SimpleBoolean.prj
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Mac v19 polygon import (not prop) issue
robcat2075 replied to KingVidiot's topic in Animation:Master
But you said you didn't want it as a prop, you said you wanted to import into a model, to convert it to splines. You can't do that in v15? (I'm doubtful that Mark was doing much polygon importing at all for his work.) -
One possibility is that you clicked on the temporary Action and had it selected when you made constraints. It shouldn't matter but maybe it does sometimes. Do you have View>WorkBook enabled? Do that and make sure you have no other windows open while you are editing your Pose. When you want to open your pose to work on it, on it in your model's User Properties and Choose Edit Relationship. When you have to make settings for a constraint in the PWS make sure you are doing them in the Relationship and not in the temporary Action. If you have to work in another window (like the modeler or Bones window), close and reopen the Relationship window before you start making new constraints. Make a few constraints, close the Relationship window and save your work. Save it as a PRJ with all models embedded (Project>Embed All). Always save the PRJ with a new incremented number in the filename. Do not save over a previous file name. You want to have a trail of work so that if something goes wrong you can at least go back to the last version of your work before that something went wrong. Close the PRJ, re-load it and see if the new work you did was properly saved. I know this is not your question but... where you have the first joint of the fingers will not look right. The first joint is really deeper inside the hand, about an inch in from where the finger webbing ends, not where finger webbing ends.
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You would give them longer life span so they last the duration of the shot.
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thanks! Not with "volumetric" effects Particles. I can't think of an animated movie where that has ever been explicitly shown rather than merely hinted at. It's the kind of thing you only see in heavy metal videos. One problem is that A:M particles can "die on contact" with a surface but otherwise are not affected. A force would have to be somehow on the surface of the surface and forcing the particles out of the way. Here are tests of cigarette smoke with particles which is like a very small mist. You have to full screen it and turn off the lights to see the smoke https://youtu.be/uHHIUwYG5N0 https://youtu.be/Egdd7k5Yr2g https://youtu.be/YgJl2mTNT48
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That is correct. Volumetric effects are almost like a Photoshop filter that is painted in after the image is rendered. You can add a turbulence to the effect to give it texture and animate that to move through it. Example: We "see" wind because of what it moves. Leaves, tree branches, dust...
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I named that PRJ "Weight comparison" but it's really a "stiffness" comparison.
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At the last Live Answer Time I had trouble getting a satisfactory bouncy ball with Bullet soft body dynamics Here is a more successful attempt with a quadish-topology ball with more patches and the patches of uniform size. From left to right the balls have "stiffness" of 0.01, 0.1 and 1 All4Ball005b weight comparison.prj StiffCompareB000.mp4
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All good suggestions! Especially robots!
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Mac v19 polygon import (not prop) issue
robcat2075 replied to KingVidiot's topic in Animation:Master
Try a previous version of Mac A:M just in case it was inadvertently omitted from v19. Is there a reason to not do this on the PC and then take the result to a Mac ? -
Hi, Olivier! A:M is much faster today, largely because we have faster CPUs and more available RAM and A:M has been optimized in recent versions to take advantage of the advances in these. The benchmark scene that took 20 minutes to render on the computer I had in 2009 takes only 2 minutes on the computer I have now, which is still about four years old. Also, NetRender is now included in A:M so you can take advantage of multiple cores on one computer or across your home network when you are rendering more than one frame. A:M does not devote more than one core to a single frame nor does it use GPU-computation. Not yet anyway. A:M will be slower at rendering than some other programs. That is not a deal-breaker for me because A:M is better for me at modeling and animating. Do i want to give up the better modeling and animating environment i get with A:M just to have faster rendering? No! (en français!) Rendering is something the computer can do while I'm doing something else. Modeling and animating is something I have to do at the computer no matter what program I use so it is better to use the program that is better at that. That is why i use A:M. If you have more questions, do ask!
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If you are still interested we will cover cylindrical mapping a face at Live Answer Time
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Hooray! Martin once said that Booleans invoke the ray tracer and the ray tracer exists only in "Final" renders. And so it was written and so it is done.
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A-ha! In your rendered image I see the XYZ gnomon which tells me the rendering mode was set to "Shaded". Change it to "Final" and see what happens.
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If you look on my tutorials page and search on "bevel," there are several entries in that regard.
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I always use the PWS because I always use the PWS. The timeline window only shows the current selection. I have always preferred the PWS.
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And old version installers can be found on the Hash ftp site... ftp://ftp.hash.com/pub/updates/windows/ Welcome back to A:M!
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That's pretty good styling on that hair! I'm not sure of your question. Are you asking where to set the colors along the length of the hair? Try this... clip4935SettingHairColor.mp4
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Unfortunately the zevel plugin writer wasn't able to donate the zevel plugin code to be compiled for new versions of A:M. Was that Marcel Bricman? I'm not sure we even know what became of him. If anyone could find him... BTW, you can run versions all the way back to v15 with your license. Copy the master0.lic file to the additional AM program folders. It's remotely possible an old plugin might work in v15 but I am doubtful. Sorry i don't have more helpful advice!
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Here is a version of the leaves project in v16 with Newton with rather different settings. It's not the desired result but at least the forces are acting on the objects. Simmed in v16 Blow_start_v15_just50SIMMED.prj leaves000.mov
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For cloth you could use the duplicator wizard since each piece of cloth doesn't need its own bone, a necessity for Newton or Bullet. Here is an example of money being moved by a force...
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I found an old thread where someone using your name was previously asking about this... https://forums.hash.com/topic/45932-help-with-force-tutorial/ So apparently it is originally a v12 project? Bullet didn't exist in A:M back then. It appears to be one of Steffen's projects since the path in the zip has "am_projekte" and "newtonphysics" http://www.sgross.com/plugins/plugin6/samples.html Running v12 may not be possible anymore in Windows 10. When I try it with Newton in v15 I don't get much. In v19 there are Chor plugins to "Apply" and "Modify" Bullet constraints... They do function and I was able to get the Bullet objects to be moved by the forces but nothing like the graceful oscillation of the original Newton PRJ. You might do better with some experimentation. We may have to ask Steffen @yoda64 how it might be redone in Bullet.
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The brown spotlight and one-patch Ground plane suggest this is a project that predates v19/Bullet and uses Newton. However when i load it into v18 I get the message that it was created in v19. Is the Blow_Start PRJ resaved in v19?
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Where is the original thread?