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Animation:Master

robcat2075

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Profile Information

  • Name
    Robert Holmén
  • Status
    Moderator
  • Location
    Dallas, Texas

Previous Fields

  • A:M version
    current
  • Hardware Platform
    Windows
  • System Description
    Win 7 64-bit Q6600 2.4 GHz 8GBNVIDIA GT240
  • Self Assessment: Animation Skill
    Knowledgeable
  • Self Assessment: Modeling Skill
    Knowledgeable
  • Self Assessment: Rigging Skill
    Knowledgeable
  • Programmer
    NO

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robcat2075's Achievements

Animation:Master

Animation:Master (10/10)

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  1. A:M is all-spline modeling. The ways of polygon modeling are the worst way to use A:M. If you don't want to do the things that work best in A:M there isn't much i can do for you.
  2. If you're trying to make models in A:M by putting primitives together... you're doing it wrong. Insisting on doing it the wrong way won't make the wrong way work. The giraffe tut in TaoA:M teaches essential techniques in modeling character bodies.
  3. Here is a WIP thread in which i show many stages of building a simple-spline head from scratch... https://forums.animationmaster.com/topic/48269-paint-fall-image-contest-wips/#findComment-414056 Have you downloaded the "extended data set"? That has many sample characters in it. After you become familiar with how spline modeling works it is very instructive to examine other modelers' splining to learn how common objects are put together.
  4. Follow your nose and bring your A:M questions to Live Answer Time at Noon CST, February 7, 2026! Walt Disney's "Pinocchio" premiered on this day in 1940 . Original trailer... Milt Kahl's Pinocchio...
  5. As far as modeling... Have you done the exercises in "The Art of Animation:Master"? nos. 8, 9, 10 and 11 are fundamental to understanding how to model with splines. 11.5 is about making a face but I don't like that one since it is over complicated for new users and IMO uses too many splines for the shape it is making.
  6. Not possible. Every window remembers its own setting and i believe the initial default is wireframe
  7. Hi Lucas, You can select the various real-time display modes with the number keys at the top of the keyboard 0 Shaded wireframe 9 Shaded 8 wireframe 7 "default" (objects take on the "Object Render mode" chosen for them in the Project Work Space)
  8. Which of those are the unwanted keyframes? Possible work-around, when just pressing the Delete Keyframe button doesn't work... click to a keyframe you want to delete draw a selection lasso around the keyed CPs, nudge them 1 pixel left and right with the cursor keys press the Delete Keyframe button It may take a few iterations of that to find and select all the CPS that are in a key in a complex mesh.
  9. In my brief test I notice that I can click through and delete key frames in the expected fashion in v18, but not in v19.5 i will look at this some more.
  10. Here is a simple Gerstner wave implemented in just one direction with muscle poses, then one more pose slowly displaces the CPs horizontally so that the wave is not one straight line. SimpleWaves.mp4 Waves015e simple.prj
  11. Kevin brought in a great demonstration of the Gerstner Wave 00:00 Opening chit chat 02:13 Kevin's Gerstner Wave 29:08 Discussion of additive waves with muscle motion instead of bones 36:59 Implementing Gerstner motion with muscle mode pose sliders 53:22 Tiling possibilities 58:05 Cartoon: The Catanooga Cats sing "Birthday Suit" January 3, 2026
  12. Yes, back to v15 IF... the problem was the video driver, then it would seem that something happened that damaged compatibility for OpenGL/OpenGL3 which is all A:M v19 has now. OR... maybe 15 was simpler and easier-to-emulate code, without all the processor-specific optimizations that Steffen has done in the last 15 years. OR... maybe just going back to 32-bit code had better compatibility. We didn't get around to trying 32-bit v19, i was just glad to see A:M working again. All-in-all I didn't know A:M would work at all on ARM so finding out that it was working fine until a week ago makes it extra mysterious.
  13. Good news... A:M v15 will run in "Windows on ARM" with no compatibility settings needed. It appeared to be completely functional with proper GUI, graphics and even shaded wireframe mode. v15 still has Direct3D as a graphics driver option. i suspect that is the essential element.
  14. Here are a few more options that only show up on an ARM computer. We got it so that A:M would load a PRJ without crashing but it didn't run well after that.
  15. I have to think you are doing something other than what is described. I am able to delete keys in a smartskin, both whole and partial.
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