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Everything posted by robcat2075
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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?
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Hello Wolf, You can buy the annual sub at the Hash Store... https://store.hash.com/index.php?route=product/product&product_id=127 After your payment goes through, an email will be sent to you with a product key. You can download the latest installer from the address given in the email. Run that. If you still have the trial version installed, delete the master0.lic file from the program folder to cause it to request your new key. If you have trouble... ask again! AND... very important... run the installer on the computer you plan to use A:M on. Your subscription is keyed to that one computer. If that computer can't have internet access contact Jason @ hash.com for the extra step involved.
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That's a cool demo! He probably used "Simple Scatter" You can put a flat plane in a chor, it, and choose "Simple_Scatter" to randomly distribute many instances of a model on that plane. It also seems to work for curved surfaces.
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Very convincing!
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Lots of great contributions from Alain over the years.
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Rodger, all the images in this thread have turned to links and I only get a broken graphics symbol when I click on them. Today they show properly! How about an image sequence containing maybe 10 different treatments and use a pose slider to select one for each car?
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It will be a good topic for next week end! Ultra short cylindrical concept... You can "cylindrical" apply a decal to a head and have just one seam at the back but there will be overlaps, like the back of the ears or the inside of the nose or under the chin... What if you made a Pose that unfolded those features so that they were all outwardly exposed around the vertical axis? Then apply the decal in that pose. Everything is covered once and only once, with minimal patch distortion and there is just one seam on the back to have to paint around.