Anim8or Community

General Category => General Anim8or Forum => Topic started by: commandox20 on January 06, 2009, 02:58:17 am

Title: Rendering Splines.
Post by: commandox20 on January 06, 2009, 02:58:17 am
This may seem really really stupid, but is there a way to actually render Splines? Im trying to use them for toon shading on a character i'm building. The alternatives are a nightmare, and just drawing a few splines was really easy.

Is this at all possible? Is there a way to trick anim8or into this? 

EDIT: Excuse me, I am referring to the paths that make up splines. Oops.  ;D
Title: Re: Rendering Splines.
Post by: Kubajzz on January 06, 2009, 07:38:15 am
There's no way to render paths directly, but you can extrude a polygon along a path to make it visible.

Create a small n-gon, select it and click Build>Extrude. Choose "path" option in the dialog box, click OK and then click on your path. It takes about 2 seconds, I think it's not that much a nightmare :)
Title: Re: Rendering Splines.
Post by: commandox20 on January 06, 2009, 08:43:28 am
Thanks, that does good.

My objective is basically to create animation style 'lines' on the character. The paths do the best job in place of any kind of texturing. (trying to avoid using textures when possible, to keep all the objects as cartoony as possible.)

Thanks again!  :D
Title: Re: Rendering Splines.
Post by: odp04y on January 06, 2009, 11:40:32 am
It would be good if we could render spline with different colours as it would enable hair to be done.
Title: Re: Rendering Splines.
Post by: floyd86 on January 06, 2009, 02:40:49 pm
Thanks, that does good.

My objective is basically to create animation style 'lines' on the character. The paths do the best job in place of any kind of texturing. (trying to avoid using textures when possible, to keep all the objects as cartoony as possible.)

Thanks again!  :D

There is a easier way to give your model a black toon outline.
Copy your model, paste it and scale the copy a bit so that it's will be a bit bigger then the original.
Then use the first attachment material setting for the original model and the second attachment setting for the scaled model.
Title: Re: Rendering Splines.
Post by: commandox20 on January 06, 2009, 04:47:56 pm
Actually im not doing outlines as much as I am doing this:

(http://img515.imageshack.us/img515/2019/toontestaz3.th.jpg) (http://img515.imageshack.us/my.php?image=toontestaz3.jpg)

The facial/body lines, mouth, eyebrows. All that good stuff.

EDIT: Some of you may recongnise the style, it's inspired by Samurai Jack. I've been experimenting with using anim8or as a 2D/3D cartoon editor since 2004. Unorthidox use of the tools, but hey. It does work.

(These are mine, but they are not hosted by me.)
(2004)
(2005)

There's a bit of language there, mind your ears.

But basically yeah, thats the point of using the paths. Trying to augment the style i've been toying with for a few years. Clean it up. Using paths and filling them in, while it does work, as you can see it's not really a science, you can easily create shapes that you dont intend to. Using the paths would ensure the lines dont get thicker/thinner.

Ah well.  :)
Title: Re: Rendering Splines.
Post by: VBSmiles on January 06, 2009, 07:15:12 pm
A combination of texturing along key polys, and properly built morphs should be more than sufficiant. All the extra poly count is unneccisary.
Title: Re: Rendering Splines.
Post by: xalener on January 07, 2009, 02:22:02 am
I did the exact same thing with transparency maps and morphs.
 
&feature=channel_page

You should try it this way.
Title: Re: Rendering Splines.
Post by: commandox20 on January 07, 2009, 02:37:52 pm
Whoa whoa. That's 2D?  :o Good job, that's actually tricking my eyes abit.