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Everything posted by Jason Simonds
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Great entries everyone it was a close race! 1st Place!NancyGormezano 2nd Place! 3rd Place!robcat2075 If everyone could email support@hash.com your http://www.hash.com/store email. I will get the gift cards out to you. The next contest will be sifi, technology, scape. I will get the rules and time frame posted soon. I can not wait to see what you all come up with!
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The Holiday Image Contest Voting is now live! Voting will end 12/20/13 at midnight. Share the link with all your friends!! http://www.hash.com/vote Thank You; Jason Simonds
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Installers: Windows 32Bit Windows 64Bit Intel Mac Change Log: New All "Snap to nearest CP" If you select a single cp or a group of cp's, than this new option in the popup menu is avaible. It is snapping the selected cp to the nearest other cp position from the model. If you have a group named "targetgroup" in the model, this group is used as target positions, otherwise a dialog appears, where you must select the target group. Only the cp's from this group are used as possible target cp positions. This option is also avaible in a pose/action/chor, when the muscle mode is selected. The default shortcut is Shift+Ctrl+9. All [bug]6400[/bug] Allow option to invert the functionality of the the "Hide CPs" and "Lock CPs" tool buttons. Holding the Ctrl (for Mac the Command) key down, inverting the affected cp's. All [bug]6410[/bug] Feature suggestion: Tool buttons for Onion Skin Control Toolbar for Onion Skin added All [bug]6347[/bug] Feature idea: Automatic Quad view All [bug]6389[/bug] Please allow deletion of layout presets. All [bug]6390[/bug] Allow seletion of layout presets from "Load Layout" submenu All Tools> Options> Units (additional for #0006374) "Magnet mode"> "Display single manipulator" With checkbox ON, the magnetic field radius is only drawn for the last selected cp, with the checkbox OFF, the magnetic field radius is drawn for each selected cp, but the radius can be only with the maipulators from the last selected cp All [bug]6375[/bug] Allow user definable workspace/window layout presets "View"> "Save Layout" for saving an individual toolbar layout "View"> "Load Layout" for restoring an individual toolbar layout. OpenGL3 driver (had also the possibility to use features from newer OpenGL versions, if detected) This is now the default driver, the other OpenGl driver exists only for backward compatibility if the gpu/driver doesn't support OpenGL 3.0 (for gpu postprocessing OpenGL 3.2 is required as minimum) When you switch the drivers, a restart is highly recommended! This driver works faster in realtime mode (in special with high count patch models/models with transparency) and enables some additional features. It also contains some bugfixes for realtime displaying. Polygonmode (only OpenGL3) Tools->Options->OpenGL In shaded views, the polygon structure is displayed, which will be used when you export the model/chor in a polygon export format like stl/obj and so on. Rendersetting "Screen Space Ambiant Occlusion" This is a posteffect, which is implemented as a GPU Shader, but has also a CPU fallback implementation, for the case that the gpu doesn't support this or opengl3 is not used. The effects also need the depth buffer, if they are not enabled, the effect enables it. additional settingsOn OSX this effect can be computed only on the cpu, due to glTexBuffer and samplerBuffer (gsls) isn't avaible in the compatibility profile, the core profile can't be used (nor supported via AGL) there. "SSAO Effect only" Only the computed SSAO is shown as a greyscale picture (not applied to the original render, overwrite it) "Samples" How many samples are used to compute the ssao around each pixel, available values,when gpu is used are 2-1024, if the cpu is used it is limited to 2-128 (higher values are clamped to 128) it's also a good idea to enable OpenMP, when the fallback to the cpu implementation is used. "Radius" The radius around each pixel, from which the SSAO is computed "Distance" Distance which occlusion reaches "Gamma" Gamma correction for occlusion only "Density" Density for sampling "Softness" Softness of the edge of occlusion "Luminance influence" How much luminance affects occlusion (gpu only, and only when applied to finalrender) "Blur the effect" Enables blurring for the effect itself (not the applied effect) "Radius" The radius for which the blur is calculated (gpu gaussian blur used) "Apply to finalrender" See GPU Postprocess effects when "GPU Postprocess effects" is set to ON and "Applying each pass" is ON and the gpu implementation is used the effect is applied each pass. [*]Rendersetting "GPU Postprocess effects" (only OpenGL3, driver version 3.2 or higher is needed) This implements some posteffects as GPU calculated effects, they are faster than the normal posteffects applied to the camera. An additional logfile (GPUShader.log in the A:M installation directory) is created, when such aa effect is used (for bughunting) if an error occurs, the master.log is also needed for bughunting the order for computing the posteffects is SSAO, Blur, Different Posteffects. Settings for each gpu posteffect "Applying each pass" When You render with multipass ON, the effect is applied at each pass. "Apply to finalresult" If this setting is OFF, the result from the posteffect is saved as a seperate image file (also for every pass in multipass), and not added to the final result image. The imagefile is saved in the directory where the final image is stored and appended with the posteffect name and pass number. "Samples" How often the posteffect is applied. Blur Additional setting, "Radius" which controls the radius for which the blur posteffect is calculated Different Posteffects additional setting "Posteffect Type" Available types are "Greyscale" "Sepia tone" "Negative" "Sharpen" "Dilate" "Erode" "Laplacian" "Prewitt" "Sobel" [*]Snapshot from the active view Directory where the snapshot is saved is configurable at Tools->Options->Backup The toolbar button for this is under Tools->Customize->Commands->Render the snapshot is saved as a targa file [*]All [bug]6358[/bug] Feature suggestion: Option to limit realtime subdivision, new checkbox on global property page "Limit realtime subdivisons" Default On, limits the real time subdivisions to 1,4,16,Adaptive [*]All [bug]6342[/bug] Feature request: update STL exporter to offer higher subdivision avaible subdivs for polygon exporters and realtime view now 1,4,16,64,256,1024,4096,Adaptive. 256 and above require significantly more time in realtime views. [*]All [bug]6332[/bug] CTRL-Save Snapshot to bring up options panel (for macs Shift-Save Snapshot) [*]All [bug]6334[/bug] Feature suggestion: Snapshot automatically applied back to model new menu entry for this "Apply Snapshot", avaible only in the contextmenu from a view filename, extension (tga,jpg,png,exr), save destination configurable. Changed [*]OSX If a dialog hangs, you can now quit it with Cmd+Q [*]All Obj Export Generate Model Maps If "Generate Model Maps" is active, only the model map texture is exported, this texture is like a baked surface and includes other applied textures too. The texture is now written as a 32bit bmp (with alpha channel). Min and Max Size can now be "512" too, it is the min/max size for each patch in the created texture, depends which size is needed (patch fully covered from a texture is using the max size, a patch with only surface changed the min size). Remove degenerated faces at export It no longer breaks the UV mapping, It is useful if you want to create valid obj files and 3/5/Hook patches are in the model. It is simply not possible to create only quad polygons (which are valid) for example for patches with hooks, in this case the exported obj file now has Quads and Triangles (have not seen problems in this case with other polygon based apps). Texture handling Only the first texture for a face is used, because a face can have only one material and uv coordinates assigned, but it can be a multi texture (like the from BakeSurface created one) Copy Textures Dialog This dialog are now only displayed, if the texture files are not in the 8.3 format. "Export normals" If the checkbox isn't checked, normal information is not exported, this information is only a hint for other importers and not needed in general (most of the programs are rebuilding the normals at import), unchecking this option reduces the filesize. [*]All "Save Snapshot" (Button) and "Apply snapshot" (menu entry) If you hold down the Ctrl (Mac Shift) key, while clicking this command a dialog appears, where you can change the size for the created image, the Filename and imageformat [*]All I have changed the behavior for "Snap group to surface", it now also works in a pose/action/chor view without changing the original model. [*]All Relationships the menu command's "Select Spline#" and "Select CP#" in the PWS, selecting now the spline/cp in the relationship window, not longer in the PWS Choraction The menu command's "Select Spline#" and "Select CP#" in the PWS, selecting now the spline/cp in the relationship window, no longer in the PWS, if the current viewmode for the chor is "Modeling" or "Muscle" Action the menu command's "Select Spline#" and "Select CP#" in the PWS, selecting now the spline/cp in the relationship window, no longer in the PWS, if the current viewmode for the action is "Muscle" [*]All "Snap Group To Surface" for grouped cp's they are member of a patch and the reversed normal direction from the patch is used as the direction for finding the goal surface, for all other cp's the pivot for the group is used as a direction special case if only one cp is selected and the cp is not a member of a patch the view direction is used When you hold down the Shift key, a dialog appears, where you can set the offset and the maximum intersection distance [*]All Import -> Prop When you hold the Shift key down, while selecting "Import" -> "Prop" a dialog pops up where you can change the behavior for the imported Prop "Scale the prop at import" Down/Upscaling the prop with the given value(obj files only) "Discard textures" textures for this prop will not loaded and assigned "Don't display information" the information dialog for new imported props is suppressed These settings are saved in the project too, so if you reload the project the same settings given here are reused. The import process can be cancelled with the escape key. [*]All Plugin Amplitude added possibility to use a frequency band as controller, bands 1-10 are predefined bands with the following values Center Low Up 31,5Hz 22Hz 44Hz 63Hz 44Hz 88Hz 125Hz 88Hz 177Hz 250Hz 177Hz 355Hz 500Hz 355Hz 710Hz 1Khz 710Hz 1,42Khz 2Khz 1,42Khz 2,84Khz 4Khz 2,84Khz 5,68Khz 8Khz 5,68Khz 11,36Khz 16Khz 11,36Khz 22,72Khz The low and upper limits can change slighly, depends on the sampling rate from the wav file Band 11 is a user defined band, where you can set the lower and upper frequency yourself. [*]All [bug]6378[/bug] Hide bones with enabled "Prevent assigning cp's" property from list of bones in the "Edit CP Weights" window. [*]All the introduction dialog (Help -> Introduction) now has workable links to the single section (like mouseover effect) [*]All Posteffects added Shadow and Alpha to the list of possible input buffers [*]All changing the Polygonmode now works without closing/reopening the views toolbar button added (Draw Toolbar) [*]All Rendersettingsdialog now sizable Fixed [*]All [bug]6442[/bug] Cannot subdivide splines in Chor mode It's now possible to subdivide a spline with the Shortcut "Y", when you are in a chor or action. Resulting in important change for Springsystems adding a mass has now the keyboard shortcut "Shift + Y" [*]All [bug]6436[/bug] A:M hangs (unrecoverably) when saving over a previously saved layout preset [*]All [bug]6437[/bug] Preset layout inconsistencies [*]All [bug]6438[/bug] No longer possible to resequence constraints in an Action or Choreography window. [*]All [bug]6425[/bug] No longer possible to resequence a relationship's constraints in the PWS [*]All [bug]6412[/bug] Allow the new Snapshot feature to save a snapshop of Stamps [*]All Terrain wizard number of rows and columns now similar to grid wizard orientation similar to grid wizard save and restore changed values now working [*]OSX [bug]06423[/bug] image io plugin missing, it says (decals are not displayed in realtime mode, occurs only with OpenGL3 driver) [*]All [bug]6421[/bug] Export of OBJ with baked surface crashes AM and produces no OBJ [*]All [bug]6414[/bug] Full path of model is file shown in the manipulator properties when "Show CP Weights" toolbar button is enabled. [*]All [bug]6415[/bug] [interface] Proposed defaults for Onion Skin [*]All [bug]6426[/bug] Splash screen image seems a little too large. [*]All [bug]6427[/bug] Splash screen's image is too rough around its edges [*]windows 32bit [bug]6418[/bug] Crash when trying to display the properties or timeline window. [*]windows 32bit [bug]6419[/bug] Crash when trying to create or open a model file. [*]windows 32bit [bug]6420[/bug] Frame/ Timecode display shows gibberish. [*]All [bug]5469[/bug]4 Bones (still) weirdly draggable in PWS Chor [*]All [bug]6406[/bug] difficult selection [*]All false cp are still selected after "Detach Point" [*]All [bug]6404[/bug] A:M crashes or becomes unstable (then crashes) when copying and pasting two or more groups. [*]All [bug]6386[/bug] Object manipulators become obscured when using a rotoscope whose "On Top" property is set to "ON". [*]Windows [bug]6376[/bug] V18 slow at rendering as compared to V17 [*]All [bug]6394[/bug] export obj, 3ds with bad uv added a new checkbox for the obj exporter "Remove degenerated faces at export" if this is checked, the UV datas are not longer valid , should be checked only if You export for 3D printing (solving problems coming from hooks / 5pointers) [*]All obj plugin some memoryleaks are fixed (in special when used as importplugin for props) [*]All [bug]6399[/bug] A:M Crashes when using Clone NullObject plugin [*]All [bug]6402[/bug] Yellow selection box not visible [*]All [bug]6368[/bug] A:M crashes when dragging a model with groups onto another model in PWS [*]All [bug]6369[/bug] Mirror Bones plug-in does not mirror Null color or "prevent assigning cp's" property [*]All [bug]6374[/bug] Magnet Mode's visual boundary does not display consistently when selecting a CP. [*]All [bug]6326[/bug] NetRender format choices is only a blank list. [*]All [bug]6327[/bug] 32 bit Netrender only sees 64 bit renderlsaves [*]All [bug]6324[/bug] Num 3 to cycle through light views not working [*]All Expression "GetWorldPos" and "GetWorldDir" now working as expected [*]All [bug]6333[/bug] to end spline while in "Sticky Mode" [*]All [bug]6362[/bug] Render to File settings window always cropped [*]GPU Posteffects Netrender can now use GPU Posteffects too, if the machine where the slaves are running support this [*]All [bug]6357[/bug] SSAO doesn't look like AO [*]OpenGl3 fixed some display bugs , in special for bones mode [*]All [bug]6341[/bug] "Compute CP weights" is not recognized as change to model or PRJ [*]All [bug]6356[/bug] Crash on in Render To File Dilaog [*]OpenGl3 fixed some memoryleaks [*]Windows display problem fixed when selecting a group and Aero is active [*]All Posteffects are remember now their selected buffers ,has occured when two or more Input buffers are avaible for the posteffect and both of them having a buffer other than Color or Default selected [*]All nested Posteffects (one Posteffect are added to another) are remember now their selected buffer correct [*]All [bug]6312[/bug] Drag a Project from the libraries in the PWS over the Choreographie-Entry > Crash Removed [*]Windows 32bit Direct3D realtime driver removed
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Hello, Just hours before my flight to Vegas I finally got Animation Master Chat up and running in it's new home! The machine is a new install and has some updating to do but I it should not restart till 3am(at this point I'm not sure I trust that though). If it does restart it will be fast so do not worry. You guys may even get to see my drunken miss spellings if I log in to make sure it's up while in Vegas. You may ask yourself can my drunken miss spellings really be any worse then my normal miss spellings. And the answer is YES haha! Email will be a bit slow while I'm out too, But I will try to get to them the few hours before I'm partying in the morning each day.
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Installers: Windows 32Bit Windows 64Bit Intel Mac Fixed OSX Animation Master will now run in Mac 10.9(Maverick) There is no Changes to the windows Version at this time and tomorrow I will get the beta release out too.
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Here are the rules: All submitted images most be at least 1920×1080 aspect ratio does not matter on this contest as long as the image size is over the size listed. All entries are usable by Hash, Inc. and Animation Master for promotional material. All entries must be emailed to support@hash.com by midnight pst on 12/06/13 No offensive or pornographic material.(for the contest anyways if you want to spice up the support in box with some hot chicks I do not think anyone will mind haha) The winning image as voted by the Animation Master Community Rules are subject to change without notice.(I do not plan on any changes but you all know I forget stuff all the time) Winners: 1st place will get $150.00 http://www.hash.com/store gift card. 2nd Place will get $100.00 http://www.hash.com/store gift card. 3rd place will get $75.00 http://www.hash.com/store gift card. Ok, as for holidays I do not care what holiday you pick but since the public is voting I would stick to more main stream ones. But if I do get a good one for International Bacon Day you may get something special(no I will not rig the vote but I have no idea but something cool) If I get a few We will pick the best and try to figure out what the 'cool' thing is. Good Luck All! Jason Simonds.
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http://www.hash.com/index.php?pcode=v18_vote First Place! Xtax Second Place! everfresh Third Place! ludo_si Winners Please email support@hash.com your http://www.hash.com/store email address so I can email your winnings! The Next Contest will be Holidays I will post more about it late Friday next week. Put I'm think of making the deadline the first week in December. So I can have the votes and everything done by Xmass so for the winners it will be like a Xmass gift. I will also be more on top of getting the voting up, and this time look in to pick the best 4 and showing the images after you have voted.
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Please check the vote again, I added more. I'm so sorry this has been so bad. I should have handed it off to someone else, my insomnia and work load is getting to me. I will re email all the people that entered to revoke too. And be emailing a email blast tonight too. No voting is not linked to the forums or any sign up for friends and family can vote too.
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Hello, The entries this year are great so picking one will be hard but please everyone cast your vote at http://www.hash.com/vote voting will close on 08/19/13 at midnight pst. I will be more on top of posting the winners this time too. Well unless work finally kills me. If you go to the page and it lets you vote your vote has not been recorded! I'm sorry this has been a mess I guess I'm more stressed then I thought and having trouble keeping all my checks in place. Best of luck to all that entered! Thanks Again Jason Simonds
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v18.0 mascot Contest - It's that time again!
Jason Simonds replied to Jason Simonds's topic in Contests/Challenges
Hello, i did not even have time to read all of the posts but I see there is a lot of them. Works has been killing me both with Hash, Inc. and a problem at my rental. I have been working around the clock. By Monday the voting will be up and run one week. I will post one link here and on Facebook. This has not slipped my mind it just has been something I have not had time to get to and I'm sorry for not taking the time to post or anything. If you did not get a reply from support@hash.com please resend your entry because I think I replied to all entries. Sorry about the delay and the stress Jason Simonds -
It's late tonight but I can look into this tomorrow and see what is up with it not working.
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v18.0 mascot Contest - It's that time again!
Jason Simonds replied to Jason Simonds's topic in Contests/Challenges
Hello, the 4:3 is only really needed for the mascot splash screen. I guess the entry can be what any ratio as long as it's over the size listed each way. -
Hello, At this time we are looking for a few alpha/beta testers for v18.0. To join you will need to meet the requirements below. Requirements: Active A:M Reports Account Active v17.0 subscription Competence in Animation Master Current & Past Versions The willingness and ability to fill out out detailed reports to A:M Reports when a bug is found. To Sign Up To sign up for testing please email support@hash.com with the information below. best email for contact A:M Reports Users Name and Email. Current Operating System and Version OpenGL Version & Video Card
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Mascot Contest rules: All entries must be at least 1440 x 1920 and keep the 4:3 aspect ratio. The winner must summit a rendered image with no background of 480 x 640. All entries are usable by Hash, Inc. and Animation Maser for promotional material. All entries must be emailed to support@hash.com by midnight pst on 07/31/13 No offensive or pornographic material. The winning image as voted by the Animation Master Community will be the new splash screen for v18.0. Rules are subject to change without notice.(I do not plan on any changes but you all know I forget stuff all the time) Winners: 1st place will get to be the v18.0 mascot, $150.00 http://www.hash.com/store gift card. 2nd Place will get $100.00 http://www.hash.com/store gift card. 3rd place will get $75.00 http://www.hash.com/store gift card. Notes: This has no bearing on the time frame till v18.0 is release so please lets not go down that path here. Good Luck All! Jason Simonds.
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Need help reinstalling hash into new OS (Win 8)
Jason Simonds replied to ruscular's topic in Animation:Master
Hello, I think this is all fixed I sent new licenses for the installs. I did not see the emails until today as we stepped away this weekend(long weekend). We are back now though. Yes private messages are disabled for all users. I'm not sure why they are but I remember the debate about it. But we are not able to remove the option all together(once again this was years ago and I'm not sure why). But you can email people of the forums. This keeps their email private unless they choice to reply to you. Once again I'm sorry for the delay getting back to you. If you have anymore questions feel free to email. -
So I learned my lesson never leave home with out a laptop. I'm sorry for the delay in getting the fix installed. But everything is fixed and running like it should. I should have been able to fix it from my phone but the last software update disabled the 'shift' key in a lot of apps I use. Which is not the best for working in a OS that is case sensitive. Once again sorry for the long outage.
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Can find my license number to redo installation
Jason Simonds replied to rusty's topic in Animation:Master
If you go to https://www.hash.com/store/index.php?main_p...account_history it will ask yo to log in and take you to your order history. -
You can now upload the videos and they should play like they use to. After the 'hack' I did an update and reinstall when we first got the software it was not working so I had clip-share log in and fix it. They never told me what they did and if an update would break it. Well it ends up the update did break it the use "-vop" not more supported "-vf" so it's fixed and if there is an update again I will remember to check that. Now I just need to get the YouTube uploader installed again and that will be done and I can get back to vintagefilms. I sent a email to the people that lost videos in this since the master was lost too.
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Installers: Windows 32Bit Windows 64Bit Intel Mac Change Log: Fixed All [bug]6306[/bug] "Remove from Groups" and "Remove Decals" missing from v17 Fixed Windows [bug]6309[/bug] Render to File , only final render is working Fixed OSX [bug]6296[/bug] Unexpected Path Request When Copying & Pasting Fixed OSX [bug]6307[/bug] Merge & Purge Decals Crashes A:M
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Hello Everyone, I know that new videos on amfilms.hash.com do not play for some reason. I do not know the reason at this time but I will soon. But it will not be till Monday 03/04/13 till I can take more of a look at it. Since we are packing right now for ECC. I have also been slacking on working on the old films site but when I return I'm going to have another go at it. It is just one of those projects every time you try to get into it. There is either something better to do or something you can make more head way at. But I know it would be good to get it running. We were also taking about adding re-links from amfilms.hash.com to vintagefilms.hash.com to fix some old posts and links that are still out there. This is not something hard to right but since the old site is not working at this time I have not put any time into it. If you guys want to checkout the images from ECC(Yes from a crappy Driod4 Camera) you can do so one FaceBook even if you do not use facebook. So the order of things to be fixed. amfilms.hash.com vintagefilms.hash.com A redirect from amfilms.hash.com to vintagefilms.hash.com Until That is fixed Please enjoy Scarecrow Of Oz! luLrCPjP22o
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Installers: Windows 32Bit Windows 64Bit Intel Mac Change Log: Fixed All [bug]6215[/bug] Bump map shows in Progressive or Multi-pass render but not in Regular render Fixed All [bug]6291[/bug] Displacement maps used to work in regular render but don't now Fixed All [bug]6297[/bug] Normal+Displace decal not render Fixed All [bug]6300[/bug] AtTime() has issues in realtime and anything lower than 100 multipasses Fixed OSX [bug]6296[/bug] Unexpected Path Request When Copying & Pasting Fixed All amplitude plugin - percentage for poses can now be also -100% - range check error , when a float value bigger then a rgb value was stored , and after this a color value should be animated Changed All ZoomFit after Paste now configurable at Options->Unitsdefault NO Fixed All [bug]6303[/bug] Attempting to reference a bone's length in an expression crashes A:M. Remarks: I have marked this as fixed , because at this time it is not possible to use expressions on the model self , it is only possible in animatable instances for the model (like poses,action, chor ..). The menu entry for expressions is removed for properties on the modelcache self.
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V15.0 was on CD and download.
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They are fixed after a disconnect the ftp update did a resume not a restart and we have set our server not to support resume.(it save space and resources). The 'old' versions now need to be replaced so you should not download them for about an hour.. Like v17.0d -
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I'm working on it now think the upload failed
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Installers: Windows 32Bit Windows 64Bit Intel Mac Change Log: Fixed All [bug]6288[/bug] AM crashes after message "Reparing a group with the same cp listed twice" Fixed All [bug]6286[/bug] random 5x5 black squares in render Fixed All [bug]6281[/bug] Lath-Tools has trouble with normals... Fixed All [bug]6239[/bug] Rotoscopes disappearing when copy/paste (actually paste) geometry in the modellingwindow.... Fixed All [bug]5404[/bug] Opening and then closing pose window crashes AM Fixed All [bug]5490[/bug] Aim At - AdjustDepthOfField problem Fixed All [bug]6109[/bug] Lag will not accept non-numerical data in Expressions Fixed All [bug]6290[/bug] Audio wavforms no longer appear in PWS Fixed All [bug]5789[/bug] Expression Boolean Operators && and || don't work possible now the following expression as example "If(..|..|..|..|Bone2.Transform.Rotate.X>50 && ..|..|..|..|Bone2.Transform.Rotate.X New All [bug]6110[/bug] An Expression Function to determine the location/rotation/scale of a bone at a point in time. New expression keyword "AtTime(time, n)", where time is the time for which You want to have the value for n , n is the Bone information example AtTime(GetTime()+SetFrame(2),..|..|..|..|Model1.Transform.Translate.Y) where GetTime()+SetFrame(2) , evaluates the Y position for Model1 at the current chor time + 2 frames SetFrames() is also a new keyword, setting the time value in frames based on the current fps, time value is always based on seconds New All [bug]6182[/bug] "Prevent CP Assignment" property for bones now property for bones is named "Prevent assigning cp's", if it is set to "ON"no cp's can't be assigned to this bone Frequently when rigging a model it is useful to use bones in relationhips within a model but undesirable for the model's CPs to be directly assigned (accidentally) to those particular bones. For example: A subset of bones for an FK arm control will never need the model's mesh directly assigned to it. Sometimes, some of the mesh can accidentally be assigned to the bones and reassigning the mesh and CP weighting back to the intended bones can be time consuming. I am suggesting here that an additional option in the properties window for the selected bone be added called "Prevent CP Assignment" (implemented like the "Lock IK" option). This would prevent the bone from having CPs assigned to it. New All Plugin Amplitude create keyframes for a property in a chor or action, based on the amplitude from a wav file start from a selected model/light/camera property in a chor or action (action must be open) (all properties except boolean/categoryproperties) selecting a wav file (supported wav file formats the same as A:M can read) "Timing" "Use chor length" , only the part of wav file that's matching chor lengthis used "Use File length", the chor length is extended to match the wav file length "Select length" , let You select a part of the wav file "Both channels" , for stereo files averaging the left and right channel "Left channel", use the left channel only "Right channel", use the right channel only "Shortcut to" "Minimum value" , the value You want have at the highest negative peak "Maximum value" , the value You want have at the highest positive peak (the minimum / maximum values for this property are displayed too) "Add to current value", if You have already action/keyframes set for this property, the calculated values are added to this "Generate keyframes" "each frame" generate one keyframes/frame "each half frame" generate two keyframes/frame [/ist]