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Messages - johnar

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781
Finished Works and Works in Progress / Re: Aaron's new Idle Stance
« on: April 11, 2013, 10:30:17 am »
 Looks staunch enough. Ready for anything. Nice. :)

782
Finished Works and Works in Progress / Re: Springy
« on: April 09, 2013, 06:36:01 am »
Hi again ESONIQ5.

 thanx for your comments.

Re Framerate:

Quote
PAL standard (720x576, 25fps), more recently HD 1080i, but the point is to try to not convert frame rates between the animation and the end result.

 Its a funny thing. I use 'sony vegas movie studio 8' for editing, after upgrading from vegas video 4. In 'vegas 4 project properties' the choice of frame rate ranged from 12fps (half film), up to 29.97, (NTSC), and included 24fps for "Film", which i've always used.
 But now, in 'movie studio 8.0', there are only three options. 15fps (multimedia), 25fps (PAL) and 29.9 (NTSC).
 
It now seems rather strange workn in 24fps, considering PAL is actually 25. So i'm missing 1 frame every second between the Anim8or rendered film and the final vegas rendered film. Not noticeable in final video, but noticable in post production when trying to match up the frame numbers between the two. Not a biggy, but....

... anyway, i had no idea about any of this to begin with, and Steve  put 24fps as default in anim8or. So i'm just goin with the flow fellas.  
  I do personally find 24 is easiest to work with.   ;D  ;D
 Cheers
 And thanx again

783
Finished Works and Works in Progress / Re: Paddle Steamer engine
« on: April 07, 2013, 04:32:03 am »
 Lookn good ENSONIQ5. Will be keeping an eye out for updates, and yeah, i'm "itching too see it animated" as well.
 Lookn wicked so far. ;)

784
Finished Works and Works in Progress / Re: Springy
« on: April 07, 2013, 04:27:07 am »
 Hey there guys.

Crashdrive. Thanks.
Quote
That's exactly how I get out of bed in the morning.
Lol

davdud. Thanks. Its good 2 be back. Finally got a reasonble internet connection at a reasonable rate. $20 per gig, thru mobile phone to laptop. Was paying $5 per hour b4 that!

 Thanks raxx. I hear what you're saying, and will always keep your c&c in mind. Cheers.

 I've added sound effects, and a little xtra bit at the end.
edit/update. Hav replaced dead links` with springy final.



 Will hav 2 leave this for now.  Not sure where i'm going with it. When i get back to it am thinking about starting again and perhaps having a go at making a kids story-book. Maybe even a wee 'e-book' like would go on a e-reader. Don't know how advanced these e-readers are today, but i'm guessing they would support 'at the least' animated gifs, which could be quite cool.
 (speaking of animated gifs, think i'll  redo my avatar.  ;) )


 

 So, thanks again, and not a stranger anymore. Will pop in daily.  cya.  ;D

785
Finished Works and Works in Progress / Re: Paddle Steamer engine
« on: April 04, 2013, 09:21:03 am »
 Thats awesome.

You said it's not modelled precisely on any particular engine, but uses ideas and systems drawn from other engines of that type.  So, if its a runner, then you've actually made an 'ENSONIQ5 steam engine, and should be applying for patents as we speak.  ;)
   Beautifull piece of machinary ENSONIQ5. Awesome job so far.  I'm sure it'll look like a million dollars when its done. (hope you put an 'ENSONIQ5 badge on it somewhere  ;) )
 It'll be a gr8 thing to see it running.!

 (something RudySchneider would be proud of too.   ;)  )

786
General Anim8or Forum / Re: "add all keys"??
« on: April 02, 2013, 05:49:16 am »
Quote
All this talk of sequencing and anim8ing has given me a hankering to tackle something fun, while there is a lull in other projects
   ;D  .lol. good 1  ;D.

 ENSONIQ5 (sorry, i've been putting an 'S' at the the end of you name, instead of a '5'. Well, it probly has been over a year and now i do have to wear glassess :o )
  
 Talk with u again. Cheers.  ;)

787
Finished Works and Works in Progress / Re: Springy
« on: April 02, 2013, 05:25:45 am »
 Thanks Blick.  ;D

  Hav fixed up the backflip. Still not perfect, but better than it was. (Thanx for pointing those things out Raxx. It has defineately improved because of it.  ;)  )
 May tweak it as i go, but need to move on. Wanting to stick it all together,  add a bit more, tweak a bit more, maybe change the scene setup, add some music...lol.
    Actually, been thinking bout a poem....
 I made a little thing, it was a little spring, and it sprung off down the road to see the view.
 It sprang around with glee, it was absolutley  free, and  everything it saw, to it, was new... lol  

 Backflip only

 edit/update: Replace dead link with springy final.



Thanks again for your inspiring comments   ;)
Will update as things progress.

788
Sweet. Srry, bit of a silly question. ::)   Got a bit excited.  :D . Cheers Raxx

 Good suggestion Deepthought.   ;)

789
Finished Works and Works in Progress / Re: Springy
« on: April 01, 2013, 10:17:06 am »
 I think his forward jump looks better now. Never realised how 'out' it was till i started fixing it.
 Only the fwd jumps here;
edit/update.
 dead link replaced with springy final.



 Will work on the backflip next.
geez, its 3 in the morning  ::)

790
General Anim8or Forum / Re: "add all keys"??
« on: April 01, 2013, 09:31:53 am »
 Of course.! ::) Thanks ENSONIQS.
Its been a while and had clean forgotten about that wee trick.
I still hav a library of various small sequences, LeftHand open, LeftHandclosed, Righthandopen, righthandclosed etc...
 
 Really handy for instant poses etc. Excellent for hand posing, you can easally add a few of '1 key hand pose sequences' to a character in scene mode and it gives a lot of nice movement to the hands.

For some reason i never liked making a 1 frame sequence, so would save as 3 frames, even tho only the first frame was keyed. (don't know why). (But then in scene mode i would copy a key into the sequence so anim8or would change to normal keys and disappear all those wee arrows in the timetrack.) :D
anyway,  Thanks again ENSONIQS
Nice one

791
Awesome Raxx. Good to know that it could possibly be done as a 3rd party tool.
 I understand that you're busy with other things, but Is this something that myself or deepthought could post in the scripts forum, where other like minded programing people could see it and perhaps take up the challenge.?

792
General Anim8or Forum / Re: "add all keys"??
« on: April 01, 2013, 06:37:07 am »
Quote
In both scene and sequence mode just expand the hierarchy of the character and shift select all of the bones and key them all.
 

 When i try this theres just a quick flash on and off, like the figure has been selected, but then it flashes off again. No keys get made?

 I've tried it on 2 different computers, with same result.
When you say 'shift select all of the bones and key them all' maybe i'm not too sure what you mean.
 I go into scene or sequence mode, open up the time track, and .......'shift select?

793
Well obviously not, but just my opinion is that:
 
Quote
Having sequence mode seperate from scene mode is excellent. (and saveable). You can concentrate soley on the figure and sequence, without everything else in the scene muddling things up or getting in the way.

 Does anyone hav any thoughts on the 'exporting sequences from scene mode' thought?
 It would/could be a way to work around the issue that Deethought has raised, of not being able to save morph targets in a sequence.
 I don't have a clue about programming, code writing etc, but wonder if maybe even an app/plugin could be written to do this?

Deepthought:
Quote
It would probably just mean adding the morph code from the scene editor to the sequence editor. They probably share a large amount of code anyways.
Maybe.... ;)

794
Quote
add bone manipulation and the sequence editor to the scene editor.

 Well, bone manipulation is already in Scene mode, and sequences can still be made in Scene mode as well, just not saveable or exportable as sequences. (but copy and paste-able).
 Having sequence mode seperate from scene mode is excellent. (and saveable). You can concentrate soley on the figure and sequence, without everything else in the scene muddling things up or getting in the way. I agree totally with deepthought.  "The problem is not being able to use morph settings in sequence mode."

 I still think there might be hope in earlier suggestion:

Quote
if having morphs available in sequence mode required too much code or something, i wonder if possibly the sequence could be exported from scene mode.?
 The sequence keys are there, and the morph keys would be there as well. Its not like exporting a whole scene, but rather, just the sequence keys AND morph keys. (and possibly figure).
 That would possibly be a good plan, and although you still couldn't access morphs in sequence mode, you could add them in scene mode and then save/export the modified sequence from there.
 Possibly, to re-use, you would have to import that sequence directly into scene mode, for the morph keys to be recognised. (because they wouldn't be recognised in sequence mode.

795
Finished Works and Works in Progress / Re: Springy
« on: March 31, 2013, 06:02:11 pm »
 Hi Raxx, and thanks for the input.  The things you mentioned are also the things which i realise are not quite right as well. Trust you to spot them.   :D

Quote
I think if you made the bottom part of the spring (his "feet"), angle so that they face more towards the direction he's landing in anticipation of said landing
Yes, i have actually tried for  that, but i see that it does need to be more obvious. Have got a morph target in the bottom of the spring for the movement you have explained, (the 'heel toe' thing), and will tweak that up to make it more exagerated. (noticeable). You can see that bottom movement in the last couple of fwd bounces, but now realise that its far too subtle. Will sort that out.
I was wondering about those first few jumps being not quite right.
Quote
His initial hopping does not have enough forward momentum in its movement
Thats it. Cheers. I'll work on it.

Quote
The center of gravity and center of rotation for the backflip seems to be off.
I do understand what you are saying. The backflips were a bit of a problem from the start. The simple rig that i've used made it a bit  difficult to get it 'physically' correct. Because it is rigged 'from the bottom up', then only the upper body is bendable with the rig. This anim8ion was done straight from my head, so I will take your advice and study some backflips and try to get it more equal, constant and realistic.
 Appreciate your 'eagle eye' and the decent explanations of your observations. ;) . Gold.  8)
 Will post updated video in the next day or so.  Thanxx.
 

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