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Author Topic: A list of ideas for anim8or  (Read 86531 times)

selden

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Re: A list of ideas for anim8or
« Reply #135 on: March 10, 2009, 05:24:17 pm »

Like Bamman62, I've been reading through all the docs trying to find a "make edge round" command, but haven't found one. My current workaround only works for four of the edges of a rectangular object: I make a cylinder and stretch its quadrants to become the edges. Presumably one can do the same with a sphere, but it's a lot harder to select the 8 "corners".
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Selden

$imon

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Re: A list of ideas for anim8or
« Reply #136 on: March 10, 2009, 05:52:39 pm »

selden: If you are looking to make a corner rounded, you can select the corner-line and use the 'bevel' tool to divide it into two lines, the more often you do this, the smoother the corner will be.. try it out!
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selden

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Re: A list of ideas for anim8or
« Reply #137 on: March 10, 2009, 06:15:55 pm »

$imon,

Thanks for the reminder about bevel!

Unfortunately, it doesn't do what I want :( At least not easily.

I'd like to round off all the edges and corners of a "cube". In other words, I think that
I'd like to do multiple levels of bevelling on each edge of a "cube", including the intersecting corners. Multiple clicks while the bevel operator is selected does very strange things. One has to go back and select "edge selection", select one of the new edges, then bevel just that one edge. That's a lot of work. And it does nothing for the corners :(
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Selden

$imon

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Re: A list of ideas for anim8or
« Reply #138 on: March 10, 2009, 06:40:23 pm »

Hm, I know what you mean when you say that it messes up with the bevel tool.. But i couldnt think of an alternative other than NURBS modeling, do you have an example of how this could be done? ^,^
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bamman62

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Re: A list of ideas for anim8or
« Reply #139 on: March 10, 2009, 07:02:15 pm »

:P I am not talking about the polygon count changing any.

No new edges will be added, the mesh will simply move selected edges to a specific location based around the surrounding edges. The entered tension will make up an important part of the degree to which it is smoothed.

Something like this could be used to save a lot of time on objects with varying polygon densities. Otherwise, you could spend hours individually moving the points.



Sorry about the quality, did it quickly in MS Paint.

Anyway, it could be used on objects with thousands of polygons.

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selden

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Re: A list of ideas for anim8or
« Reply #140 on: March 10, 2009, 09:42:21 pm »

bamman62,

Unfortunately, your example is a large increase in polygon count, with more needed as the smoothness of the edges is improved.

My "cubes" start with only 8 vertices while your example has almost 1000. Your example could be reduced to about 300, though. (Only three sets are needed in the long dimension, not 10.)
My "cut a cylinder" hack has only about 40 vertices. (20 at each end)

I'm designing models for realtime 3D graphics, so low poly count is essential.
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Selden

bamman62

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Re: A list of ideas for anim8or
« Reply #141 on: March 10, 2009, 11:08:35 pm »

Huh? I made the original model have more polygons to display the general purpose a little better than I could normally.

The point is no polygonal increase from the base mesh, it would work with any model with any number of polygons. The point is, it is an operation in which the original polygon count never changes. It would be particularly useful in models where you are curving a non-smooth polygon into a smooth polygon.

Anyway, if I did it with a cube it wouldn't really do anything significant.

To put it simply, the polycount in the above thing never changed, I just made the cube have a larger polycount so that the operation would be used in a realistic situation.
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selden

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Re: A list of ideas for anim8or
« Reply #142 on: March 10, 2009, 11:50:28 pm »

Thanks for clarifying.

I did the equivalent (I think) with the parallelopipeds I've been working with:
cut them across several times near the ends, selected the vertices created by the cut, and did an appropriately sized uniform shrink: I shrank the vertices at the end of the box more than the ones closer to the center.

It'd be really nice if this didn't have to be done manually: which was the feature request.




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Selden

bamman62

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Re: A list of ideas for anim8or
« Reply #143 on: March 11, 2009, 03:44:59 am »

Hopefully this will all be added in by the 1.0 release.

I've always done that by extruding the faces and scaling them each time.

Anyway, is it possible to have multi-core threading in Anim8or in order to improve performance?

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$imon

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Re: A list of ideas for anim8or
« Reply #144 on: March 12, 2009, 01:30:41 pm »

If you set a z-depth, then render, then try to render again, the settings for z-depth are gone.. Maybe they can be stored just like the render dimensions?
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$imon

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Re: A list of ideas for anim8or
« Reply #145 on: March 16, 2009, 04:36:08 pm »

Also, maybe the Fresnel equations used for the dielectric material could be used somehow to make a fresnel option to all reflections. This would cause more lifelike renderings to be possible & it doesnt sound like it should be too hard to implement (though i could be wrong)
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Anton

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Re: A list of ideas for anim8or
« Reply #146 on: March 22, 2009, 08:40:35 am »

Mabe selecting the faces around a certain point that u want to bend or rotate to animate with with faces???(steve , please just keep anim8or freeware! :) )
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bamman62

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Re: A list of ideas for anim8or
« Reply #147 on: March 23, 2009, 12:58:20 am »

Mabe selecting the faces around a certain point that u want to bend or rotate to animate with with faces???(steve , please just keep anim8or freeware! :) )

So, you mean selecting a certain area to be the center of a modifier, in morphing and deformations?

It would be easier if a focus area could be more easily chosen, personally I think modifiers are on of the most useful features, and that their lack of a more intuitive interface is what really holds them back. Also, is it possible to apply multiple modifiers on the same mesh at the same time?

(Anyway, I wouldn't mind if anim8or had a licensing fee, as long as the members before the change got free lifetime subscriptions :P)
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3D Joe Wiltshire

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Re: A list of ideas for anim8or
« Reply #148 on: March 24, 2009, 04:58:07 pm »

I have a suggestion, don't know if it would be possible inside of anim8or, but would be awesome if it was.

A render mode that renders an AO and Normal Pass, and combines them in one image.
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Suppastar

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Re: A list of ideas for anim8or
« Reply #149 on: March 25, 2009, 11:06:22 pm »

Not sure if this has been explained or if there is way around this?   

The ability to zoom in on objects with a reference image in workspace. For some reason if i have a reference image in-place and do the normal "Frame Selected" it wont allow to "zoom" in.

Does anim8or have an magnifying glass BTW?
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