Jump to content
Hash, Inc. Forums


  • Content Count

  • Joined

  • Last visited

Community Reputation

0 Neutral

1 Follower

About Willi

  • Rank

Contact Methods

  • Website URL
  • ICQ

Profile Information

  • Name
    Wilhelm Landt
  • Location
    Bremen / Germany

Previous Fields

  • A:M version
  • Hardware Platform

Recent Profile Visitors

470 profile views
  1. what about cycles renderer. it is open source for a while now...maybe an implementation via the sdk is possible? or as standalone renderer with export plugins?
  2. hi shelton, the plugins are compiled with vs2013. install vc redist 2013 from here: https://www.microsoft.com/en-US/download/details.aspx?id=40784 hope this solves the problem...
  3. this can be in degree, because YXZRotateQ converts degree to randians... i tested it. also RotateEuler euler(quat) converts quaternion (radians) to euler (degree).
  4. thanx nemyax. i found it. RotateEuler does the trick for converting from quaternions. to quaternion i found something in Rotate.h, like this Quaternion quat; RotateEuler euler; euler.x = 10; euler.y = 20; euler.z = 30; if ( euler.z ) quat = YXZRotateQ( euler.y, euler.x, euler.z ); else quat = YXRotateQ( euler.y, euler.x ); maybe this can be shorter like: Quaternion quat; RotateEuler euler; euler.x = 10; euler.y = 20; euler.z = 30; quat= Quaternion(euler);
  5. hi, how i can convert euler angles (as angles, not radian) to quaternions and wise versa (quaternions to euler)? is there a function in the sdk?
  6. did you used the updated version(date 05.08.2016)? i realized this also with c4d.
  7. PointCache Update... there was a little bug, that i now corrected... just download it again...
  8. the "SampleRate" slider does nothing at the moment. the samplerate is hardcoded to 1 wich means that the plugin records 1 sample per frame. by increasing this value, lets say 4, then the plugin would record 4 samples per frame, which ends up in a 4 times slower motion. i made some test with an updated plugin, where the samplerate-slider is active, but i get strange results in 3ds max...
  9. hi folks, just want to say, that we have now a download page on or website, where you can download some cool stuff dor a:m. i hope the list will grow in the future... http://www.soulcage-department.de/downloads/
  10. just found jpatch source code. jpatch is also a spline modeller that can import am models and convert it to other polymesh formats... in the source code there are some hash-patches shape descriptions...all java... https://svn.code.sf.net/p/jpatch/code/trunk/jpatch/src/jpatch/
  11. just had a quick look at the source of luxrender and it provides a lot of primitive shapes like polymeshes, nurbs, catmullromsplines, spheres, nurbs, etc... the hash-splines primitive shape could be implemented in this "shape" class i think, for a programmer...but i think that the hash-splines are licensed, so not open source... the only thing that maybe could work is to convert the hash-splines to polymesh via "IEPoly" with "adaptiv" option...resulting in very very high triangle counts...
  12. @bucket rendering this has to do with multithreaded rendering and memory managment. the render screen is devided in little rectangles(buckets). every processor/thread then takes a bucket to render the image. @third party renderers maybe this would never be possible, because of hash-splines... i think/guess the am-renderer uses its own primitive type (hash-splines) to determin ray-intersections... most of free open-source renderers, like luxrender, mitsuba, pbrt, appleseed, etc, uses ray-triangle-intersection methods...
  13. some wishes: -ability to implement third party renderers via sdk -sun/sky system for the renderer -faster raytraced ambient occlusion (maybe through gpu computing?) (NOT SSAO) -true mutithreaded rendering (not instances) and bucket rendering -better cp weighting editor, maybe paint weights
  14. if you have an action in "actions" you cant bake the action directly...you have to drag it first in a chor and then bake the action... also the baking system in a chor will always bake from frame 0. so if my animation goes from frame 5000 to 5050, it always starts at 0 to bake, wich ends up in very long baking times...especially if you have a lot of bones.... and the baking system, especially the "bake dynamic systems" bugs... so i want to write my own baking...
  15. hi, i need some hints on how to set keyframes on bone transforms (position and rotation). i want to write my own "baking" plugin.... i had a look on the source of the "kfm" plugin, but i dont get how to achieve setting keyframes on existing transform drivers... maybe one of you can help me out... greets
  • Create New...