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Messages - ENSONIQ5

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1
General Anim8or Forum / Re: Thanks!
« on: February 10, 2018, 01:38:01 am »
I see its still impossible to rotate around z axis from front view...

What mode are you having trouble rotating around Z in?  In Object mode it is managed with right mouse button and Z-axis unconstrained (selected).

2
General Anim8or Forum / Re: Shadows
« on: February 02, 2018, 09:06:06 am »
Yes, soft shadows can be set in Scene mode.  In Light Properties, click 'Advanced' button in Fixed Properties section, select 'Ray Trace' shadows, select 'Soft' in Ray Parameters section and set the size of the light source.

3
General Anim8or Forum / Re: Shadows
« on: January 27, 2018, 02:15:45 am »
Unless this has been fixed in a recent update, shadows are always 100% in ART renderer.

4
General Anim8or Forum / Re: Scanline renderer in stereo view?
« on: January 20, 2018, 01:40:10 am »
How about adding a second camera beside the first and making it a 'child' of the first camera, so they are locked together.  Then run a Scanline render (or ART, whatever) from both separately for a stereo output.  You'll need to fiddle with the amount of offset between the cameras to get the depth correct, there's actually a formula for determining this but I don't recall it from my remote sensing days in college.

5
Finished Works and Works in Progress / Re: Mission: Backup Earth!
« on: January 06, 2018, 12:45:34 am »
Thanks Kevin for the link, much appreciated, and thanks Arik for your support!  All my modeling is done in Anim8or, I'm yet to find a better modeler to be honest.  Its tools are simple but utterly free of malarky, and the ability to wrangle multiple objects within a single project is absolutely crucial to creating really complex models without going insane.  For example, the hotel ('Hotel2.jpg') is a single huge model built entirely in Anim8or.  I can't overstate the importance of being able to build elements in an uncluttered 'workbench' object before cutting/pasting into an 'assembly' object for eventual export to Carrara for rendering (and adding plant objects).  This simple ability is conspicuously absent in many other modelers, forcing the artist to construct and assemble meshes in a single, increasingly complex workspace.

The only reasons I render with Carrara rather than Anim8or relate to speed and material complexity.  Anim8or's ART renderer makes really beautiful images but isn't fast enough for our production requirements.  I also prefer Carrara's very powerful material editor whose channel-mixing functions are capable of almost infinite complexity and control in surface texture definition.

Of the five attached stills:

EngineRoom4: Modeled by team member Daniel Maland, I'm not sure what modeling software was used.  I added the graphics to the display consoles, lighted and rendered.
HershelCorridor: Modeled in Anim8or with the door/frame element supplied by Daniel.  Rendered using mirror elements to extend the length of the corridor.
KofiAnanBridgeTest1: Modeled in Anim8or with some elements supplied by Daniel.
Hotel2: Modeled entirely in Anim8or with plant elements added using Carrara's plant generator.
SlaveQuarters3: Primary model/set provided by Daniel, foreground container elements modeled in Anim8or.

In all cases, materials, lighting and rendering was with Carrara.

6
Finished Works and Works in Progress / Re: Mission: Backup Earth!
« on: January 05, 2018, 02:02:35 pm »
Hey all.  It's been a while since I've posted in this thread, but just wanted to provide an update.  The Mission Backup Earth project is still going strong with many episodes online and several awards in the bag from around the world :).  Working with David Prowse (Darth Vader) was a real highlight, credit to Alex (writer, director, producer) for making that bit of magic happen!  We're always spruiking for new talent, specifically animators and renderers as this is always a bit of a bottleneck, so PM me if you'd like to get involved.

Below are some stills from recent episodes, most of which were constructed in Anim8or.  Some models were contributed by team members from around the world using a range of modeling systems and all were rendered in Carrara.

Edit: After several unsuccessful attempts to link to the Mission Backup Earth YouTube channel I have given up!  No doubt I am doing something wrong, if you want to check out recent episodes just search for "Mission Backup Earth" in YouTube.

7
Finished Works and Works in Progress / Re: Freddy!
« on: January 04, 2018, 12:40:48 am »
Love your work Arik, great to see you back!  And I reckon you'd have a bit of a fight on your hands for the 'unfinished projects' crown :D

8
Finished Works and Works in Progress / Re: My Anim8or Projects
« on: December 16, 2017, 12:08:12 am »
Wow, nice work!  'Lemon Juice' is a standout, brilliant use of dielectrics for the ice cubes.  Masterfully done!

9
Awesome Steve, I'll check this out asap :)

10
I'm not sure of your workflow but if you are creating these objects in Anim8or there is a quicker way to get the end result.

1) Create the object with no thickness (Fig 1) and place a copy in a second Object
2) Select all faces (Fig 2)
3) In point-edit mode, select the connected extrude tool (Fig 3)
4) Pull out the faces, creating sills in the process (Fig 4)

The original object should fit perfectly inside the extruded outer object.

11
ENSONIQ5,

I agree that working on 1/4 of the mesh is a good idea, regardless of the workflow. What do you recommend as the best way to accurately split the mesh (exactly on the axes). Important to do this as exactly as possible so that are no tiny gaps when mirrored later.
Is there a way to delete every part of a mesh in a selected quadrant? ... or is the cutting tool the only way?

Cheers
CC

I would use the knife tool constrained to the grid which should cut dead on the axis centres, assuming your grid isn't too fine.  Once you've knifed the mesh just delete all points from 3 of the quadrants, leaving a single quadrant to work on.  In fact you could just cut as close as you can to the line and not bother with the grid, when you come to the merge stage and start merging points together each new merged point will be mid-way between the two points that merged to form it, and therefore dead on the axis with no gaps.  You may need to fiddle with the merge range a bit, so long as you cut pretty close to the line you should be able to use a very small merge range which will prevent merging of points that should be separate.  Note that meshes need to be joined before their points can be merged.

12
I can't comment on the undo function, but your workflow is not how I would do this.  I'm a bit old-school, rather than working with faces I'd be deleting lines and points in a click, delete, click, delete fashion.  I'd also be making it as easy on myself as possible, since your object is symmetrical in two dimensions I'd be splitting it through the middle in the X and Z dimensions, leaving a quarter of the model to work with.  After creating a copy I'd delete all inside lines, leaving the outer shell with sills.  On the copy I'd be deleting all sill vertex points leaving only the inner faces.  Then both models can be mirrored in X and Z, points merged and you're done.

It would be tedious but I don't think you're going to be able to avoid tedium at this stage.  To be honest it would probably just be simpler to re-build the model from scratch in two separate pieces but I don't know the project so maybe that's not feasible.

13
ASL Scripts / Re: Complete history of scripts posted in ASL forum .
« on: October 11, 2017, 08:40:06 am »
This is astonishing!  Brilliant work Gyperboloid :)

14
The ability to copy/paste or duplicate elements would be amazing.  For scenes with multiple lights that need to be identical, eg. a row of streetlights, manually setting each light's many parameters (colour, range, angle, soft shadow width etc.) in turn can be tedious and it's easy to mess up.

Just as I'm typing this, how possible would it be for 'child' elements to be spawned from a parent element with each child drawing all parameters other than location and orientation from the parent/master?  So changes to a master light's colour or max range are reflected in each child light.  Just a thought (and probably should be in the development thread).

15
General Anim8or Forum / Re: Old Hallway candle lighting ideas?
« on: September 27, 2017, 07:18:58 am »
Excellent work, this looks great!  To be honest I think the light variance looks pretty correct, based on the action of flames themselves, and the candle flames and wicks are really excellent with a very realistic appearance.  The main things I'd be looking at relate to scale, the candles and flames are very large relative to the bat and the (seriously creepy!) approaching figure.  Great job on animating the figure's robe by the way, very nice indeed!

Also, while it would negatively affect rendering speed, softening the shadows cast by the lights would help to get rid of those hard-edged, dark circular shadows on the floor under each candle.  They can also be reduced by ensuring the max range of each light overlaps each other, so the shadows are partially cancelled by illumination from each adjacent light.

Finally, higher resolution textures for the walls and floor/ceiling would improve overall 'realism', and adding a bump map would also make the walls look less flat.  Just dropping the same texture into the bump channel and setting the value to, say, 60 would work quite well without needing to develop a separate map.  If there's already a bump map in place perhaps increase the bump value, turn up the specular value and reduce roughness which should improve how the lights interact with the map.

Well done on this, very impressive!

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