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An update to Anim8or, v1.00b, is available with a few bug fixes. Get your copy HERE. See the "ReadMe" file for details.

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Messages - thecolclough

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found a bug in 1357: in point-edit mode, shift+move doesn't respect Grid Snap.  move without shift works fine, and everything's fine in the main Object/Edit mode.

very nice modelling, but i might have to report you to the National Society for the Prevention of Cruelty to Keyboards :P

General Anim8or Forum / Re: Where is everybody?
« on: February 12, 2019, 08:36:14 pm »
For anyone who's hanging around... what can we do to garner interest in Anim8or (and in the forums) again???

i'm tempted to say 'make a film'.  must admit i haven't made a CGI short in 10 years now, but i'd love to get back into it.

maybe in the interests of feasibility we should start by aiming for a very short video (30-60 sec or so) rather than a full-blown short film; something that could be put together fairly quickly to try and build momentum.

Finished Works and Works in Progress / Re: spot the Anim8or bit...
« on: February 04, 2019, 08:14:16 pm »
got 2 out of 3, Drewi - also the speech bubbles and the little drawings inside them

and thanks for the kind words, everyone :)

Finished Works and Works in Progress / spot the Anim8or bit...
« on: February 02, 2019, 11:19:09 am »
back in 2015, myself and a couple of friends shot an hour-long pilot for a live-action TV series called Unbelievers.  it's had a very long post-production process, and we spent a couple of years trying (without success, unfortunately) to get the full series commissioned by a broadcaster.

so we've decided to recut the pilot as a five-part miniseries and release it online instead.  the first 4 instalments are out now, and the last one will be released next Friday.

the on-topic part here is that there's a bit of Anim8or work in the title sequence - blended in with other elements created in GIMP, Krita and Vegas Pro.  the titles start about 1:12 into the first episode.  can you figure out which bits are .an8 and which bits aren't?


Anim8or v1.0 Discussion Forum / Re: texture tiling edge issue
« on: January 30, 2019, 12:15:30 am »
...very rarely need anything that big...
true.  but for the rare occasions when we do (or maybe less rare, as we move into the Ultra-High-Def era?), would it be possible to have a switch to turn off the inbuilt 4096 limit?  maybe with a checkbox to say 'yes, i'm running this on a monster rig and i understand the risks' or similar :D

Anim8or v1.0 Discussion Forum / Re: texture tiling edge issue
« on: January 26, 2019, 05:36:58 pm »
thanks for the feedback, everyone.  i did previously consider the method Alec and Steve mentioned, but i didn't think it'd be effective when doing a UHD render, as there's so little leeway between the 4096 texture limit and the 3840 output width and i'm trying to do a pretty big zoom.

i went for a brute-force solution in the end - since most of my maps are block-colour areas, i was able to set up some little strips of the right colours that masked most of the tile borders, and then did some jiggery-pokery in post-production to recombine everything into a mostly-seamless video.  there are tiny fragments of the seams still visible along the landmass edges, if you know where to look, but they're unobtrusive enough.

Anim8or v1.0 Discussion Forum / Re: texture tiling edge issue
« on: January 25, 2019, 11:39:19 pm »
they started life as separate pieces, but i've merged the solids and then merged the points.  if i made one mesh and then tried to UV the various textures onto it, then i wouldn't know how to align them precisely enough.  texturing isn't my strongest suit :P

Anim8or v1.0 Discussion Forum / texture tiling edge issue
« on: January 25, 2019, 06:43:18 pm »
i'm working on a few clips of maps as inserts for someone else's documentary project, and trying to use anim8or to let me do a camera move pushing into the map.  to allow for UHD renders, i've had to make the map very high resolution (about 13k x 8.5k pixels!).

anim8or seems to limit texture sizes to 4096 x 4096, so i've had to split up my map into several tiles.  however, despite all the tiles being exactly the right sizes so that there shouldn't be any gaps between them (200 units square, with 200-unit difference in their placement), you can still see grey hairlines in the render where they meet.

i'm using the latest stable release (dated 29 may 2017), with scanline - ART crashes whenever i try to render the scene.

i can't remember if the latest dev builds support higher-res textures, and if not then i'd appreciate any help on eliminating these hairlines because they're a bit of a deal-breaker at present.

sample frame attached - you'll need to expand it to see the problem.

thanks in advance :)

General Anim8or Forum / Re: Animating Bees wing movements
« on: November 19, 2018, 10:35:33 pm »
you're welcome =]
i'll look forward to seeing the finished article!

General Anim8or Forum / Re: Animating Bees wing movements
« on: November 17, 2018, 12:02:55 am »
two things...

1) have you tried applying motion blur to the texture rather than the render?  it's a bit of a bodge, and you might need to swap between two different versions of your bee model (one with normal wings and one with blurred) depending whether it's still or in flight, but it might be worth a shot.

2) don't know if you're already doing this, but maybe try rotating the wings as well as moving up and down - the first result on this search page illustrates the pattern:

Anim8or v1.0 Discussion Forum / Re: render resolution limit
« on: September 04, 2018, 10:58:26 pm »
thanking you =]

Anim8or v1.0 Discussion Forum / render resolution limit
« on: September 04, 2018, 09:22:28 pm »
as of a few days ago, i'm running a dual-monitor setup, and i wanted to try and create a wide-angle render to use as a wallpaper that can split across the two screens.  unfortunately i haven't got far because current Anim8or releases limit the render resolution to 4096 pixels in each direction, whereas my screens have a combined resolution of 5120 x 1440.

so... once you've finished recovering from your hdd crash, steve, don't suppose you could look into bumping the limit up a bit?

unless it's already possible to change that setting, in which case can somebody point me to the relevant dialogue?

Ongoing Anim8or Development / Re: Multi-Threaded Rendering
« on: July 15, 2018, 09:23:19 pm »
well, this is all rather exciting!  unfortunately i'm in the middle of a really hectic fortnight (and away from home for most of it) so i can't test this update straight away, but i'll give it a spin as soon as i'm able

there's also a master switch buried in the menus... in v1.0 you go View > Preferences, which brings up a dialogue, and then in the File Output box at the bottom there's a checkbox marked 'Shadows' - make sure that's set to on.  i think it's the same path if you're using an earlier version.

not really sure why that File Output stuff is under the View menu and not the Render one.

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