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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 - dwsel

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1
General Anim8or Forum / Re: Nostalgic 3D - The minds eye
« on: June 25, 2014, 02:35:50 pm »
Just stopped by to say hello and to share this video. I remember seeing it as a child and pretty much enjoyed and appreciated the music as well as CG:



It's a part of a bigger show: http://www.imdb.com/title/tt0325932/combined it can be watched on YT if you search for 'Opera imaginaire'. It's a very fashionable blend of multiple techniques: early CG, handdrawn animation, video, stop-motion animation. I hope you enjoy ;)

2
General Anim8or Forum / Re: linux mint and Anim8or
« on: April 22, 2014, 05:04:51 pm »
I used to run Anim8or on Mandriva several years ago. It was the latest build of Anim8or before the new development cycle (v0.97d). I don't have access to that system any more to tell you the WINE settings. Beside the ghosting during selection (which was only a visual glitch that I got used to) I was able to use Anim8or fully and with great stability.

Can you post your WINE version, settings, graphics card model and driver number? Which version of Anim8or did you try to use?

In the next 1-2 months I'm planning to install most recent Mint also with intention to install Anim8or there so any findings can be useful.

4
ASL Scripts / Re: PHUR v1.4
« on: November 23, 2013, 09:21:40 pm »
Wow, I just found this. But I have a little...problem. It works a little too slow for me, and it kinda crashes if I make more than 2hairs/face. I have quadro2000 graphics card and 32gb of memory... So, what can I do?
Anim8or is still 32bit app - it won't use more than 1,7GB of memory or 3,5GB with Large Address Aware flag. You can set it to be 'on' with this little utility: http://www.techpowerup.com/forums/threads/large-address-aware.112556/ It should make it less crashy (at least when it comes to out of memory bugs).

5
General Anim8or Forum / Re: Photo-Realistic Aliens :) :) :)
« on: October 24, 2013, 09:52:38 pm »
@daniel99:
Great model - I'm always waiting for more images and videos from you. You combine 3d and video on professional level. Please keep us updated about your project.

@$imon:
As for the SSS - as we can't rely on the presence of this kind of shader yet (or any fast approximation of it) we can simulate the properties to some degree in compositing.

Here are my attempt at skin in Anim8or + simple compositing:
- I substituted the 'diffuse warp' shader ( http://http.developer.nvidia.com/GPUGems/gpugems_ch16.html , http://blog.stevemcauley.com/2011/12/03/energy-conserving-wrapped-diffuse/ ) or Oren-Nayar shader ( http://en.wikipedia.org/wiki/Oren%E2%80%93Nayar_reflectance_model ) with very soft shadows combined with brilliance < 1
- to let some light through and lighten shadows I've used 0.1 dark red ambient and 0.9 transparency
- during compositing I've blured the red (the most) and green layer (a bit) to make sharp shadows disappear and to soften the light terminator (simplified version of what's described here: http://http.developer.nvidia.com/GPUGems3/gpugems3_ch14.html )
- I've used curves to make terminator more red and hilights colder/more blue

I hope my test will be somewhat useful.

6
General Anim8or Forum / Re: Object editor - face colour
« on: August 22, 2013, 12:03:14 am »
Have you tried exporting to *.obj and reimporting? Some Options->Debug like 'Log file import' or 'Check structure' might be useful (although it's just a guess as I haven't tested these options in the work)

7
Finished Works and Works in Progress / Re: Mouth morphs test
« on: August 21, 2013, 11:50:26 pm »
After watching it several times I think it's a good piece of lipsyncing. I think that the only problem of this character is that it suffers from stiffness caused by the lack of body movement. Maybe some additional degrees of freedom in neck and arms would be beneficial for the movement of this character? I hope it will be possible to fix the source file and you will be able to continue progressing.

8
I'm wondering what's the polycount? From this distance, in this resolution the interiors would look enough detailed to serve as a realistic view of the spaceship.

9
Looks like a lot of good work! I especially liked the 'Top view: Making fire' shot and sparkling effects. It was great to see your artwork once again :)

10
Finished Works and Works in Progress / Re: Lonely Robot
« on: August 17, 2013, 01:22:08 pm »
I've returned to this project after two weeks with a more critical eye, and I see my screwups... Any criticism on this one? I want it to be in the end, one of those pics that are so good that people use it to advertise Anim8or. That's how good I'm aiming for.
Make some animation of him waving his hand :)
Your robot design sits well somewhere in a line of simplistic and 'cute' wave of robot designs (japanese robots, Android icon). I'm only missing eyes on this one or some kind of contrast to this overall shininess. I'd add some eye shield/glasses - something like ASIMO http://en.wikipedia.org/wiki/ASIMO has.

11
Finished Works and Works in Progress / Re: Joan of Arc
« on: August 17, 2013, 01:08:58 pm »
Alright so I did as suggested and had a look at 3/4 views and different references and had another go at making the head look better. I found so many problems with it but the learning curve continues. I've attached pictures of the progress so far. I'm having trouble with the eyes again. I believe the eyes to be in proportion with the face now but the area underneath the eyes just doesn't seem right... I can't figure it out. Or is it just me? I would highly appreciate any input you guys would be willing to offer. The problem is seriously visible when you do a quick render so I've attached that also.

It's starting to look nice. I'd really love to see view after the updates.

About the eyes area... I'd try to put it in the scene and try different lighting or you can make a temporary material that will showcase any unwanted bumps (see attachment) Then rotate the view several times and render from different points of view. The default checkered pattern or even better if you paint simple horizontal stripes pattern will showcase places where the surface continuity breaks - similar to that:
=54s

12
Finished Works and Works in Progress / Re: Audio visualization
« on: August 17, 2013, 12:19:23 pm »
I'm not ASL user nor programmer or anything like, but this is COOL. Could you explain how it works more in layman's terms?
I'm not very good at explaining things but let me try...

Have a look at this good demonstrational video:
=15s - although it's about circuit the method is near exactly the same used by me
- each 'peak' is called 'band' thus I'm using 'bandpass filter' for several times to extract each band from the whole audio during the process I mentioned
- the frequencies that are written under the each peak (and being heard during the presentation) are the ones used in his audio analyzer (note that I'm using the same ones except for the two lowest and one highest)
- the frequencies are 'a' parameter mentioned in step 3
- if you only need to extract beat or overall loudness of sound you can reduce the number of required steps significantly (even down to only 1. opening the file in Wavosaur, 2. applying a single lowpass/bandpass filter only (or even not), 3. downsampling to 24, 25 or 30 Hz = always equal to number of frames per second in your animation, 4. saving as txt)
- if you want to make your own simple audio reactive (of audio beats only for example) without multiple bands and all those bells and whistles just grab the Wavosaur http://www.wavosaur.com/download.php (application as simple, as light and as easy to use as Anim8or) and I'll guide you through the simplified version of process
- until I'll release tool to substitute keyframes/scripts in Anim8or files with the lists I can process your list to create text that you can easily paste in your morphs' script controller


But DASSA LAAWNG RENDER TIME.
Nay... not very long to me. You'd probably render the same thing on your own computer in a fraction of time (a couple of hours only maybe?) considering most PCs around me are not very high end ;) Ooorrrr.. you can go for lower framerate like 15 FPS for example ;D


I hope it sounds easier now and I'll encouraged you or someone else to experiment with this.

13
Anim8or v0.98 Discussion Forum / Re: Feature Request Thread
« on: August 16, 2013, 08:05:35 pm »
May I +1 a little bit more? ;) I might have some free +1s to spend.

Tier 1:
Manipulate Bones with ASL +1
Selective Edit +1
Uniform Bevel +1

Tier2:
ASL Export: Allow ASL to export scene data +1
Object Editor: Ability to Hide points and faces in edit mode +1
Inverse Kinematics +1

Tier 3:
Plugin SDK implementation or ASL - Object Script Controller (depending which would be easier to implement) +1

In addition:
Loading mesh sequences i.e. object001.obj - object 300.obj (or *.an8) (basically the same as image sequences)
Exporting mesh sequences (baking the scene animation within the given range)

Also I believe some of Raxx requests about ASL functions might be very vital for the future plugins - I'd surely +1 them all if I have enough +1s to distribute ;)

14
Finished Works and Works in Progress / Re: Joan of Arc
« on: August 16, 2013, 12:41:33 pm »
Hey KyleSan, good update, there! the edge looping itself looks good now. I think that the shape is still a bit awkward because of her cheeks/chin. You might want to go back and fleshen out the cheekbones a bit (see this image http://www.3dtotal.com/ffa/tutorials/max/joanofarc/images/head/image121.jpeg )

I agree with $imon on that. I think the cause of the wrong look of her face is not in the eyes but rather than that it's caused by using the front view and side view references very strictly. It's the mistake I do by myself. If you imagine that on top view there's a set of points that need to be connected and you connect them by going on plain arcs or straight lines the face will look a bit flat or lifeless when seen from 3/4 view. On the other way if you connect points with curvatures correct to the required location it will look more natural. Finding 3/4 view reference is very helpful but such references are more rare so eyeballing the curvatures is the way to go.

15
Finished Works and Works in Progress / Re: nasty tris and happy quads
« on: August 16, 2013, 12:15:06 pm »
Topo is quite dense on this one but the main details are still not very defined. I drew some correction marks for you, but I'm not sure if it wouldn't be easier to start making the model of this face using different method than actually fixing this model.
http://www.phungdinhdung.org/Studies_paper/Realistic_face_modeling.shtm
http://pp.kpnet.fi/3DMe/maxstuff/SUBD_fixed.pdf

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