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Messages - dwsel

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Finished Works and Works in Progress / Re: Audio visualization
« on: August 14, 2013, 04:11:07 pm »
@ENSONIQ5, johnar: Thx! I'll see how it will look and work like.

@johnar: Now imagine if you'd be able to track individual phonemes sequence in the speech audio and plot a list of them to drive the mouth morphs :D Actually getting the phonemes from the audio is more difficult task than just plainly analysing given frequency ranges (you'd have to make some classification as well):
but it's another great idea for the future works.

Finished Works and Works in Progress / Audio visualization
« on: August 13, 2013, 04:37:01 pm »
Hello there,
I've been venturing into area of procedural (scripted) animation recently. This time it's the idea that I've mentioned some time ago - audio visualization:

The procedure to extract frequency bands from the music is quite simple:

1. Get Audacity + LADSPA plugins pack , Wavosaur , Notepad++
2. Open your audio (preferably mono downmix or a single channel)
3. Filter -> GLAME Bandpass Filter with parameters: a, a/10, 10
where a = frequency of the required band (for example 2000, 200, 10)
3. Filter -> Amplify - sound should be as loud as possible but the best the value should be equal for all channels/passes
4. Filter -> Diode Processor filter with value 1
5. Filter -> Waveshaper (acts like an expander making quiter sounds more quiet and louder more loud and beats more 'visible') - 1.2-2.2 should be ok
6. Filter -> Comb Filter with: Band separation = 100-300 and high-ish feedback = 0.95-0.99 - this is the 'smoothnes' or 'slowness' of the curve following the beats
7. Save the file and open in Wavosaur
8. Process -> Resample - enter Frequency equal to FPS of your animation (better not to use fractional framerates), with Apply interpolation = linear or spline
9. File -> Export -> Text
10. Open in Notepad++
11. Record a macro for a single line where you add '"$arr.push(' at the start of line, ');"' at the and and move to the next line and beginning (use keyboard only)
12. Repeat until the end of the file
13. Copy to appropriate location in the *.an8 file
14. Repeat for other channels/frequencies bands to create more audio lists (if you wish/that's required) - it's better to repeat exactly all values entered and change only the ones from step 3.

A hint: 'The best frequencies lie at exponentical curve. i.e I've used 125, 250, 500, 1k, 2k, 4k, 8k (7,2k to be accurate as the filter didn't allow me to enter 8k)'
Have a look here for such frequency lists:

Currently I'm working on tool to automate the process of injecting the processed audio lists into appropriate morphs' locations in *.an8 file, so that you could just create the *.an8 template and audio lists and using graphical tool inject them automatically without need for manual text processing.

Finished Works and Works in Progress / Re: Hello Everyone :)
« on: July 21, 2013, 12:14:48 pm »
I agree with Blick Fang - very nice renders on this video. As you're looking for more in-depth critique I'll post my ideas that came to my mind after watching your vid.

- very fast panning when showcasing the car - I wish I'd have a longer while to appreciate the modelling/shape and the reflections
- better studio lighting and maybe show more environment  - putting some concrete textures onto the walls and floor and fluorescent lamps at the ceiling might be sufficient and would exchange that strong gloom of white highlights with some stronger and nicer reflections  of garage
this tutorial is good:
and this one is great:
and here are a threads about rendering cars or about environment maps in general in Anim8or: , ,
- I see that you're using compositing software you might have a fun (and beside the fun just a quicker rendertimes from rendering the separate passes) if you wished to make some interesting carpaint materials during the composition
- the first street scene looks great to me, but on the second one the background is imho too much blurred vertically to look like a speed lines

Anyway I envy your car modelling skills ;)

Finished Works and Works in Progress / Re: Springy
« on: July 12, 2013, 02:53:58 pm »
Funny bouncing hair :)

Finished Works and Works in Progress / Re: Dwsel's still lifes
« on: July 11, 2013, 11:31:55 am »
The lace (texture) came out exceptionally well.
Did you shrinkwrap the dress or pinned and let gravity do the rest?

The lace and silk are all procedural and because they're simple forms I didn't even bother to unwrap them - it looks good enough with simple mapping.

As for the dress I prefer much more to scale the figure or morph the pose inside of the dress rather than scale the cloth itself. Scaling the cloth introduces additional unwanted stretching forces in most cases, so scaling the figure seems to be more natural. I only needed to be sure that the figure lowres proxy doesn't intersect the cloth in any location nor the cloth intersects itself. It wasn't that simple considering the cloth is built with many layers (but still a single mesh!) and the figure wasn't in the neutral pose. If I used the neutral T-pose at the beginning and morph to final pose after the cloth's already been settled I probably wouldn't have a problem with the strap slipping from her right arm. So there was a scaling of the character over the span of 40 frames and scaling of velocity from 0 value (not falling due to gravity at all) to 1.0 value between 20 and 40 frame.

There's one interesting thing to be noted. I've been building the mesh wanting it to have many layers but couldn't handle higher mesh resolution. When I finished the lowres model I wanted to subdivide it in Anim8or... and it started to fall apart and the spaces appeared near the sewing edges. I expected the problems to appear because I knew I've built non-manifold mesh at the edge where the lace is joined with the main dress (think of two-headed snake).

I wanted to perform the subdividing in MeshLab but it didn't allow me to do so complaining about non-manifold mesh. At that moment I thought that my work was doomed and I'd have to redo everything at higher mesh resolution by hand :o Hopefully the subdivision in Blender did work as expected and saved the project from being terminated in worst case 8)

Anyway - I don't know how to pin the cloth element edges while still not being rigid differently from making the sewing edges non-manifold. At least now I know it still works correctly during the simulation.

General Anim8or Forum / Re: Style-8or
« on: July 11, 2013, 12:04:05 am »
Here's my quick review ;)

I like the last picture the most, however when I read about 'mixing 2d with 3d' I was expecting to see something else from what where showcased in your video - something like that:
- a skeletal or hierarchical animation of planar objects in 3d space. I wonder how that would look when done in Anim8or - I've never tried that so far :)

Too bad for them! Knowing quality of your works they could have animated light columns, better pov or improved lighting if they only had asked you first.

Anyway - the pyramidal shape looks great in amber-coloured material. The background lights are reflected in it nicely.

Finished Works and Works in Progress / Re: Dwsel's still lifes
« on: July 10, 2013, 10:57:12 pm »
Render might not entirely be looking like a still life but it's just 3d dress design.
Dress modelled in Anim8or (human model is just a stock, not related to the design and not modelled by me :P), cloth sim calculated in Blender, everything rendered in Bryce.

Finished Works and Works in Progress / Re: My models
« on: July 10, 2013, 10:28:58 pm »
Nice and clean considering they're just quick sketches. It's a fun to watch the videos of their creation. Maybe it'd be good idea to texture them so they would make great game models. If you'd consider trying to put some more details it might be a great idea to try to build the mesh from the single part so there could be applied subdivision.
And... it's nice to see another Polish Anim8or user around :)

Sympatyczne i czysto jak na szybkie szkice. Fajnie sie ogladalo filmiki jak powstaja. Tylko poteksturowac i bylyby calkiem niezle modele do gier. Mozna by pojsc w wiekszy detal i zrobic model z jednego kawalka i uzyc subdivide.
Ogolnie to milo zobaczyc kolejnego rodaka uzywajacego Anim8ora :)

Anim8or Challenges / Re: Challenge #32: Pre-'E'
« on: June 11, 2013, 05:45:38 pm »
Oh... I feel that we have strong leadership in this competition already ;)
Anyway I'm posting my insignificant entry - it's the element I've started working on a month ago - but it went to the direction I didn't want and I thought it would be easier to start from scratch than tweak that one, at last I didn't finished that design at all :P
I've set up for it a quick studio and rendered in ART a stack of two elements. Lightest version has altered contrast and slight colour correction. Cheers!

Anim8or v0.98 Discussion Forum / Re: Feature Request Thread
« on: June 11, 2013, 05:36:57 pm »
+1 for png support
+1 for loading image sequences (it could be even a single checkbox called 'load as a sequence' and textbox 'start from n-th frame')

@ianross: I believe chroma keying would add too much complexity in the image loading interface. There are better tools to generate that. When you have colour image sequence you can easily separate chroma and generate alpha channel in any video editing software or in the simpler cases even in picture browser! Posting just a quick 5 min example done via batch processing.

Anim8or Challenges / Re: CCC #1: Creatures Cycling
« on: June 10, 2013, 09:18:43 pm »
My idea is in the exact opposition to $imon's idea  :D :

I see a great use of ART renderer and very nice use of reflections. Neons are looking great - is that a glowing material or glowing is added in the postpro?

I'm having a tough time with the panel detail because of the curved surface.
In one of videos from related category I've found this closeup at their instruments:
=4m18s - they look like a series of prisms with trapezoid base protruding from the curved surface, but their fronts seem to be fully flat.

Finished Works and Works in Progress / Re: Dwsel's still lifes
« on: June 09, 2013, 11:12:20 am »
Gorgeous work as always dwsel, your artistic talents are really showcased well with these images.  As someone who tends more towards the engineering side of things I am always so impressed by those like yourself, Headwax and some other Anim8ors who are able to use these 3D tools to make images that are just beautiful.

Thanks! I'm just experimenting a lot with light and materials so I gained some experience in this area, but I'm terrible or very slow at modelling. Also I'm often grabbing to many projects at once and move to another one when I encounter some difficulties or lack of time and then I'm forgetting about some of them (such a shame). That's why I admire how dedicated are you at inorganic modelling and your ability to stick to one thing for a long time so don't be so modest and hard on yourself! I've always been a huge fan of your meshes that are detailed and correctly built. On the other side of 3d arts I'm impressed at how $imon and Raxx are working with organic models and having such a clean meshes. In the end it just seems that everyone has some special skill or area of expertise :)

Finished Works and Works in Progress / Re: Dwsel's still lifes
« on: June 08, 2013, 10:26:01 am »
Is that Bryce still free? this is free and should be working well - it's Bryce 7 PLE. From what I remember 5.0 and 5.5 weren't PLE but were not limited for any use, but you won't be able to register those after DAZ have changed their site (registration links for 5.5 don't work any more). Version 7 Pro was limited time offer (available for free for several months). I grabbed it while it was available for free. Now it comes back as regular product, but in reduced price ($19.95)

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