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Hash, Inc. - Animation:Master

robcat2075

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Everything posted by robcat2075

  1. Isn't there software that will figure out additional supports automatically? There is no way to model or turn a sphinx shape so there are no over hangs.
  2. There are still flipped patches. I see some problem at the top of the headdress where it all converges also. I think it might be good to make the headdress a separate mesh from the body. It would be easier to diagnose what is in and out if they were separate. clip4702MoreFlipping.mp4
  3. Here is a quickstart on fixing normals... clip4702FlippingNormals.mp4
  4. I took a quick look and, indeed, there are patches with normals not facing out. Tools to help you fix that... Shift 1 will toggle Show Normals ON/OFF f will flip the Normal of a selected patches Shift 6 will toggle Show Back-Facing Normals ON/OFF to make backward patches easier to spot. Shift p will turn on "Patch Group Mode" which lets you just click on the middle of a patch to select it, without having to select all the CPs.
  5. I wonder how many MacOS programs are going to bother to make the jump to ARM.
  6. How about if Steffen had a Mac to test running A:M on Windows on a Mac?
  7. What are the parameters we would look for in a Mac that will be able to stay current for the reasonable future? I guess these are the required elements...
  8. That's a lot of fixin'! Thanks, Steffen! Thanks, Jason!
  9. That was very amusing! And very elaborate! Good work!
  10. Hi Heiner, The significant change is from "Newton" to "Bullet" for simulations. Bullet has support for soft bodies that Newton did not. The rendering is also faster. Most of the work on A:M for v19 has been bug fixes. You can read the long lists of bug fixes and feature enhancements in Latest Info... https://forums.hash.com/forum/2-latest-info/ note that there is a separate post for each release: v19.0... v19.0b...v19.0c...
  11. Here is a first look at the "Summer Memories" medals, cast by Ken Citron (AKA pixelplucker)... 3D print in resin... Clay mold... Pewter casts...
  12. I'm sorry it's been such hassle. Don't get all disappointed yet. I don't think your v18 is the problem right now. I think trying something very basic and small would be useful to test out their pipeline. Just a little lathed torus or vase, maybe. If you could post your model sphinx , there are some 3D printing gurus here who might be able to diagnose it.
  13. There is definitely something wrong with 256 export. Don't use it.
  14. By doing a simple object that you know has no faults you can at least confirm that the pipeline works. the numbers are how many polygons the A:M patches are subdivided into. 64 is one patch into 8x8 polygons, 256 is 16x16 1024 is 32x32 Currently there is a problem with 256. It makes bad polygons. If 256 doesn't work, try 64.
  15. When they say "too large" did they mean in physical dimensions or size of the data in the file? You might try something exceedingly simple and small to start with like a vase.
  16. there is a discussion of tentacle rigging with several ideas proposed here...
  17. Here is an example I did long ago that uses the path constraint to place bones along a spline. Then you just animate the points of the spline. TentacleSplineRingPath04.zip TentaclePathB.mp4
  18. Something as long as a tentacle will need more than just the end control If you are familiar with TSM2, that will do "tails" and you can have as many tails as you want.
  19. that works much better!
  20. That doesn't soudnd familiar. Do you still need to rig the legs?
  21. I think if you turn down the particle velocity, the bubble will be a bit more bubbly. Your fish project is still in your other thread, isn't it?
  22. "...Won't be just any night"
  23. Simon, if you are interested, at LIve Answer Time today we went through the process of building the double FK spine into your butterbox model You can watch that on YouTube at... https://youtu.be/EdH_tbghzU0
  24. That is something to ask Jason.
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