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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 - Janro

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1
General Anim8or Forum / Re: I luv Anim8or and why
« on: April 28, 2013, 02:43:21 am »
I love anim8or because I can animate in it and a pretty awesome freeware especially for learning.

And quite frankly because it's what started me along on my 3D career. Got nothing else to say cause Ensoniq pretty much said most of why I like it. xD

EDIT: oh did I mention that it's free?

2
ASL Scripts / Re: PHUR v1.3
« on: April 28, 2013, 02:06:51 am »
Skies! What sorcery is this?

This looks pretty good Raxx. Amazing in fact. I'd try it once I find a keyboard with a numpad- my laptop has none. I'm too dependent on my hotkeys. xD I suppose this is just static phur? Sorry if it was mentioned. Just skimmed through the posts.

p.s. Hi anim8or community long time no see :3

3
General Anim8or Forum / Re: Anim8or IRL??
« on: June 27, 2012, 12:28:12 pm »
Pardon the not so positive outlook, but I'm not sure if this is readily capable. Mainly because Anim8or isn't capable of alpha channels for rendering(afaik? Well a fake one maybe? o.o I forgot if Anim8or can render out a alpha channel map thing for compositing). Unless of course your willing to render the video in the background itself.

If someone can think of a workaround by all means. ^^ Otherwise, that's the only thing I can think of that would hinder Anim8or for use with tracked backgrounds.

4
Anim8or Challenges / Re: Challenge #30: Construct8or
« on: June 26, 2012, 02:31:31 am »
At least the modelling part is out of the way.

So are the entries expected to be still images or animations? Or either?

5
Anim8or Challenges / Re: Challenge #29: GIANT ROBOTS!!!
« on: June 19, 2012, 02:26:46 pm »
I know, I haven't been particularly active and whatnot, but I gotta ask:

What happened to this challenge?

6
General Anim8or Forum / Re: Team
« on: June 04, 2012, 02:37:25 pm »
I am quite interested in this idea. Recently I've been forced to learn a good chunk of pipeline on my own thanks to thesis. This might be a good chance to relax and just enjoy learning things again. (In maya, student edition though. Lasts till 2013)

I think I'll give it a shot. b^.^d

Don't expect me to be too active though. Both my comp and laptop will be occupied by rendering out my thesis the next couple of weeks at least.

7
Anim8or Challenges / Re: Challenge #29: GIANT ROBOTS!!!
« on: May 15, 2012, 07:49:16 am »
Pretty neat davdud!

I think the slowness is part of what seems off. I like how you're trying to put in antic(ipation) in the movement. One thing you could try doing is to point the front end down, rather than have the front end up. This I think would be a better antic for a forward jump.

You can try seeing it in how your body prepares for a forward jump. When you crouch bracing to go forward, you'd lean to shift your weight forwards so that you'll be 'balanced' when you leap forward.

I hope that made sense ^^

8
Anim8or Challenges / Re: Challenge #29: GIANT ROBOTS!!!
« on: May 11, 2012, 04:04:47 pm »
Pardon the double post but I wanted to have a clear update.

Legs are done. Feet and Arms to come in next, followed by the head.

9
Anim8or Challenges / Re: Challenge #29: GIANT ROBOTS!!!
« on: May 07, 2012, 04:03:08 pm »
Okay- Update time

This is an agonizingly slow pace. Summer break mode hit me for the past few days. Not helping my productive side at all ><

Finally got to continuing this and made the waist joint part. It's not seen in my concept sketch/paint so I had to reimagine how it really is and may work. Hopefully next update would be a little more.

EDIT: okay, started on the thighs. Currently figuring out the knee joint mechanism before proceeding.

10
Anim8or Challenges / Re: Challenge #29: GIANT ROBOTS!!!
« on: May 05, 2012, 04:09:00 am »
Oh here's a question I forgot to ask.

One of the conditions is that half the work must be done in Anim8or.

But let's say I want to rig and animate and render in Maya while all the modelling is done in An8... is that alright? Cause to me it feels like it's only 1/3rd done in An8- well 1/4th if I count unwrapping/texturing which is done in other programs.


11
Anim8or Challenges / Re: Challenge #29: GIANT ROBOTS!!!
« on: May 04, 2012, 04:44:46 pm »
Okay about time I get into this!

... alright it's not too big of an update. Got sidetracked but at least it's a start.

For the most part I intend to paint most of the detail on. I'll use this as a chance to practice painting textures too.

12
General Anim8or Forum / Re: Free offer to print your model!
« on: May 01, 2012, 06:33:33 am »
Hmmm sounds promising.I guess it's time for me to get back to figuring out what to have printed xD

Good grief, I never knew I could be so indecisive ><

13
Yeah, something to that effect, FSS. ^^

14
Glad to see you still up and about fss. You're low poly models are looking as spiffy as ever. xD

If I may suggest, if you do go about posing these for promotional art/char bio renders, possibly add in a bit of shading to help flesh out the form. Particularly shots like the center ones. It's a bit confusing to tell where the arm arms end and the legs/thighs start.

But for ingame poses, which I presume are those on the left and right ends, I think the no shading works well. Their pose and silhouette help convey what form is what limb. Though it could help maybe adding a slight degree of shade on the opposing limb to help differentiate left from right from the viewer. Heck if you could you could paint the shading on like how it's done now a days to help flesh out the form even further.

But then again, it is your art direction and all. Just sharing my thoughts. :3

15
Anim8or Challenges / Re: Challenge #29: GIANT ROBOTS!!!
« on: April 24, 2012, 02:25:45 pm »
Okay, I should've learned by now that summer break =/= free time. I'll be out of town for a while and so it'll be hard to work on this challenge. If ever I do, it might be a photo finish. Like most of my usual entries <_<

Reeeeaaaaally bad work flow planning. ><

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