sprockets The Snowman is coming! Realistic head model by Dan Skelton Vintage character and mo-cap animation by Joe Williamsen Character animation exercise by Steve Shelton an Animated Puppet Parody by Mark R. Largent Sprite Explosion Effect with PRJ included from johnL3D New Radiosity render of 2004 animation with PRJ. Will Sutton's TAR knocks some heads!
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Hash, Inc. - Animation:Master

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Installers:

Change Log
  • Fixed All

      - 6824:  SimCloth crash

  • Fixed All

      - 6823:  SSS + Displacement Material = crash

  • Fixed All

      - 6819:  Hair guide CP's not easily controlled.

  • Fixed All

      - 6821:  Crash on Save after Model Swap

  • New All

    Speedup for Simcloth with OpenMP , to disable this option set "Tools->Options->OpenMP Threads" to "Disable OpenMP"

  • Fixed All

      - 6817:  Mirror Bone crashes

  • Fixed All

      - 6818:  Simcloth crashes

  • Fixed All

    Simcloth plugin fixed memory leak, when cloth simulation is aborted with "Esc"

  • Fixed All

      - 6816:  Group Select>Deselect>Copy causes PRJ corruption

  • New All

      - 6813:  Suggestion: CP Weights dialog box to remember last position

  • Fixed All

      - 6812:  Mirror Bone not mirroring CP weights completely

  • Fixed All

      - 6815:  Duplicator Wizard does not duplicate hooks

  • Fixed All

      - 6808:  Backup not saving current state of PRJ backup can now also maked as single backup (not timed) started from menu entry "Backup Project" or button (Commands->Standard, button can be added manually or with "Reset Toolbars"), a keyboard shortcut can be assigned ("Project:Backup Project")

  • New All

      - 6809:  Feature refinement: Progressive Render Limit

  • Partially Fixed

      - 6796:  Kleig light rim not blocked by object not fixed yet,when volumetrics is ON

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      - 6809:  Feature refinement: Progressive Render Limit

 

Explanation:

It is often useful to leave a Progressive render running onscreen while making lighting or material changes to a project as a sort of live preview of what a final render will look like.

 

Progressive Render normally make 5 passes of increasing resolution but restarts when a visible change is made to the scene.

 

However, it is difficult to make some changes in the PWS, like dragging materials onto groups, until all passes are done or you manually abort the progressive render.

 

Often, just one pass is enough to discern if a change to a light or material gets the desired result. Setting the Progressive Render Limit lower can get the PWS unfrozen for your use sooner than if you had to wait for 5 passes to finish.

 

RenderLimit.png

 

 

Although this option also appear in the Render Settings when you go to render to a file, it has no meaning there. It only applies to live, onscreen renders.

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Speedup for Simcloth with OpenMP , to disable this option set "Tools->Options->OpenMP Threads" to "Disable OpenMP"

 

 

Steffen describes this as experimental.

 

My tests with four cores take about half the simulation time of one core.

 

If you find cases that work with one setting but not another those would be useful to save and report.

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WHEN did this happen? Nice feature! You can now R-click on an element in the Choreography and DUPLICATE it!

 

Yes indeed, I was lazy enough to request a Duplicate option and Steffen was gracious enough to implement it.

It should work with Models, Cameras and Lights.

There are some object types such as Layers where the Duplicate option appears but it doesn't process the Layer for duplication.

Duplicate does not work with multiple items selected (the duplicate option should be grayed out).

 

One of the primary reasons for the request was I felt we needed to be able to exactly duplicate some things such as Cameras and Lights which then could be altered slightly from the original in useful ways. For instance, I had several projects where I wanted different lighting effects from the same location but at different times in the sequence. Turning them on/off as required worked well but it wasn't always easy to isolate a few small settings... duplicate allowed for this.

 

Another example might be that of duplicating a Camera in the exact same position but having the first set to render out to png and the second (duplicate) set to render to jpg. Another option, would be to have a duplicated camera 'filming' the exact same scene but with a tighter focus on specific elements in a scene. Or perhaps have one camera render lines, a duplicate camera record colors/shapes and then composite the two renderings later after post processing of the separately rendered streams... this works quite well in achieving different styles from the same renderings without having to re-render them again in A:M. The duplication of Cameras also works well with other features added to v19 such as moving back and forward between shots via Undo/Redo methodologies.

 

Credit were credit is due: It was Robert (Holmen) via Live Answer Time who pointed out that we could easily duplicate objects in other ways but prior to that I guess I hadn't made proper use of that approach and I'm glad I didn't know that because now we have a useful 'Duplicate' option.

 

Duplicate is but one of many small but very useful changes to v19 that make A:M even more of a joy to work in.

 

Disclaimer: I haven't leveraged the use of duplicate Camera setups with Netrender and I really should be doing that.

Offline all we might have to do is rename a Camera and Netrender would think it was still rendering using the same camera.

Netrender shouldn't care as long as the name of the 'active' camera hasn't changed.

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RE: Matcap

 

It would be wild conjecture on my part to guess but yes, as for now the plugins must be copied forward.

That conjecture would relate to the licensing of any plugin bearing the name 'matcap' which might be trademarked or such.

This isn't to say that A:M can't have something termed 'matcap' in the interface but distribution of such might not be clear.

 

A (perhaps) similar situation exists with FFMPEG... which I'm hoping to submit a feature request to A:M Reports to have included in A:M.

FFMPEG can be added to other programs but many companies don't care to distribute it because of licensing considerations.

Users can however download and add the programs/plugins themselves as that licensing and distribution is granted to individuals.

Companies may need to clear legal hurdles prior to incorporating such in their own programs.

In the case of FFMPEG, the interface would have a place to point to the FFMPEG directory after the user downloaded that program separately.

This resolves any issue related to distribution.

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Hi folks

 

Happy Turkey Day!!! I know its been a while. I still use AM. Mainly for my 3D printer. I was thinking of upgrading to V19. Is there a list of the new features that make getting V19 worth the investment?

 

 

Hi Jason! Bullet Physics instead of Newton is the big change. Mostly it's bug fixes and refinements.

 

But if you have a current license you can just download it and run it!

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