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Messages - commandox20

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Just thought i'd add that all of this was done in anim8or and the only "tricks" applied came in post production.  ;)

This first one is an animation I created a few years ago for a Planetarium on the Isle of Wight(UK).

- Planetarium Animation

Here's a Star Wars video I did based on Shadows of the Empire, sorta. It's The Outrider trying to get away from the empire.

The Outrider Outruns.

...and here's a Star Trek video I did based on a fan series called "NX04 Discovery" that a few of my friends were working on back in 05. This is one of my favorites, which is odd considering how much I hate the show Enterprise, and everything representing it.

NX04 - Space Battle

This is a Spoof I did back in early 2007 of Duke Nukem Forever leaked footage... Well I just uploaded the High Quality version today.

- The Original Video.

- High Quality version.

Lastly, here's the evolution of my Production Logo over the years. Most of which was done in anim8or, with a few exceptions (The still image ones were done entirely in PSP and Windows movie maker, the very last one was rendered in anim8or, and visual effects applied in Adobe Premiere)

General Anim8or Forum / Re: Rendering Splines.
« on: January 07, 2009, 02:37:52 pm »
Whoa whoa. That's 2D?  :o Good job, that's actually tricking my eyes abit.

General Anim8or Forum / Re: Rendering Splines.
« on: January 06, 2009, 04:47:56 pm »
Actually im not doing outlines as much as I am doing this:

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.)

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.  :)

General Anim8or Forum / Re: Rendering Splines.
« 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

General Anim8or Forum / Rendering Splines.
« 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

General Anim8or Forum / Re: Strange mesh issue. Could use some help...
« on: December 29, 2008, 12:17:02 am »
I sent you a PM. Thanks again  ;D

General Anim8or Forum / Re: Strange mesh issue. Could use some help...
« on: December 29, 2008, 12:05:30 am »
I tried what you suggested just now, with various numbers until I could see some kind of change. I tried it as high as "1." and two points merged. The lines/edges stay red, and I cant get it to response to smoothing. Gah.

Any other possibilities?

General Anim8or Forum / Strange mesh issue. Could use some help...
« on: December 28, 2008, 11:33:03 pm »
Wow I havent been on here in awhile.

I'm having a bit of an issue. I've built a model in Milkshape 3D and exported it to Anim8or. Some bits of it are hacked off of Half-Life models. So I did all the stuff I needed to... I export to 3ds, import to anim8or. As is usual with the lower poly models it looks pretty ugly without the smoothing set to 90 or 180. So I set it to 90. Nothing happens. I raise it to 180. Nothing happens. What the Heck? So I look at the mesh in wireframe mode, and when selected, it looks like a good number of the edges are red. I cant figure out how I go about repairing this. Any thoughts would be good.


Thanks in advanced for any help. This is really giving me a headache as it's keeping me from getting an accurate idea of what my model should look like.  :(

General Anim8or Forum / Re: A problem causing me some grief.
« on: March 19, 2008, 04:21:08 pm »
Well it seems just by connecting the points without joining the solids...

Just out of curiosity, how did you go about that, as points won't inherently "connect" with one another unless they are part of the same (solid) mesh.  Unless you mean that you somehow made the points occupy the same coordinates.  In either case, I'm still curious.

Well it turns out I was wrong, the point at the center did not fix, it was just the position I put the model in and I got all excited, I did indeed have to join the solids. The problem with that is that it works off two seperate matierials, and there have been times when Anim8or bugs out and "unassigns" the textures... and then it becomes rather impossible to reassign the textures to it proper.

General Anim8or Forum / Re: A problem causing me some grief.
« on: March 18, 2008, 10:11:31 pm »
Well it seems just by connecting the points without joining the solids I got rid of most of the ugly.

Thanks for your help, I was really beating my face in over that (see above edit for more info)

General Anim8or Forum / Re: A problem causing me some grief.
« on: March 18, 2008, 09:50:23 pm »

Heres the wireframe selected. Its two parts with two seperate textures (The matierial settings are identical) I've played with the smooth angles, and that seems to smooth everything but the ugly bits out.

I've fiddled with the smooth/creased/rounded function and it seems to do absolutely nothing. Im rather lost on this problem.

Edit: I did try merging some of the points, and that did seem to smooth out a few of the areas a little, however the split point between the two "parts" is still seamed, and I dont know why. I can SEE why it might, but it doesnt make sense, i've had segmented models before without this... and in milkshape these edges dont appear AT ALL. Very odd.

Edit2 : Ah Yes. Connect Edges, now that makes sense. I was always a bit afraid of that one assuming it meant "snap together" and that i'd end up ruining the UV map. It seems to be resolved now!

Heres a pic :

Thank you a bunch!

General Anim8or Forum / A problem causing me some grief.
« on: March 18, 2008, 09:24:56 pm »
Hello! I have been using anim8or for several years now, and even completed a movie using it some years ago (used to be on youtube but I have since taken it off as it is not the best I could have done.)

Currently, I am in the process of making another movie of sorts, and well, I have had this issue with many of my meshes, often it pops up on cylinders, or spheres where I have "regrouped" part of it in Milkshape 3D to apply one texture to one part, and another texture to another part.

The result is usually these "lines" acrossed the actual mesh lines. Currently im working with a certain sci fi monster, and it has a particular smoothness to its head obviously... Welll, some rather UGLY lines are appearing while im trying to take a look at the texture (and thusly work on bump maps/spec maps). I've tried subdivision, i've even tried joining the solids, nothing seems to work, and it only appears like this in anim8or:

Thanks in advanced guys!

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