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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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Anim8or Challenges / Re: Challenge #5: Wonderland!
« on: June 17, 2009, 08:06:40 am »
Arik: Thank you. As I progressed with side sketch I wanted to show it as well.

$imon: I don't like this area too. I planned bottom part of the face with guidelines for loops, but I left forehead for 'gonna be fine'. Actually the sphere I used for a back side of head was too lowres to join it smoothly with forehead, and I didn't added geometry there (my bad). Also there is a part which I didn't want to became triangle so I left this part to be filled after mirroring. Good that you don't see mess behind ear ;) When I put mesh smooth it looks good so I'm thinking to leave it as it is (face won't be rigged and animated).

small update

General Anim8or Forum / Re: Rendering Videos
« on: June 16, 2009, 06:36:09 am »
No. You'll need editor for audio as well (for example Audacity ). Basically when you put your frames together into avi you need to create audio track as long as the assembled movie. Precisely mark your movie's timings (when each thing happen, when scene changes). Using audio editor you add audio effects in these points synchronizing them with video. After it's done you're saving project, downsampling your audio and saving to both - uncompressed wav and compressed mp3. Then going back to Virtualdub you put audio track chose video compression settings and render whole. to compressed avi.

General Anim8or Forum / Re: Rendering Videos
« on: June 15, 2009, 09:47:18 pm »
After rendering for "Red and moving" challenge I can suggest rendering to single bmp for each frame. I had once a crash during rendering and if didn't render this way I would have to start rendering from beginning. Then I assembled frames with VirtualDub and compressed with DivX codec. To set bitare with good quality to compression ratio I usually use formula:
( (x_resolution * y_resolution * frames_per_second) / 6400 ) * M
And the multiplier of 1.5 is usually fine for me. For audio I use mp3 compression.
If you want to host your video on Youtube or Vimeo you might consider different settings (higher quality) or different codecs.

Good habit is to keep your animation in uncompressed form too (bmp and uncompressed wav for audio) of course if your hard drive has enough free space. After work you may put materials into archive (zip/rar/7z etc.) or drop them to cd/dvd to release space for new projects :)

Anim8or Challenges / Re: Challenge #5: Wonderland!
« on: June 15, 2009, 08:38:24 pm »
That's what I've done at the moment. Jaw, eyes and teeth will be next parts to model...

It looks that there will be a lot of fun while this competition ;) So far I like caterpillars the most :D
Arik: Your Jabberwocky looks really well modelled.
Kreator: Rabbit looks too fluffy in my opinion. It might be because of fur which is a bit too perpendicular to mesh.

Anim8or Challenges / Re: Challenge #5: Wonderland!
« on: June 11, 2009, 10:12:34 am »
Thanks for comment Raxx. This kind of smile is what I liked the most. I'll think about reworking ears and eyes though. (Me has to come back to work ::) ) See you soon.

General Anim8or Forum / Re: FYI... dude selling Anim8or
« on: June 11, 2009, 10:02:09 am »
By the way - model in Anim8tor screen is made in 3dsmax. I've seen it in old Polish 3D Magazine in article about spline modelling in 3dsmax (ver. 3 I think? ;) ) However I don't know who this model belong to.

General Anim8or Forum / Re: FYI... dude selling Anim8or
« on: June 10, 2009, 11:39:54 pm »
The other software is Pencil

Anim8or Challenges / Re: Challenge #5: Wonderland!
« on: June 10, 2009, 01:25:08 pm »
Ok, some basic concept sketch. I think that existing designs are overlooked so I want to come with something new. First I wanted to make a plenty of Cheshire Kittens :D but I couldn't manage to draw a face with evil smile and cute look at the same time. Then I tried a cat with human body wearing a suit, but that looked really strange. On this design I left only his head, slightly shaped as a human head. At the moment I'm planning to do floating head, paws and tail.
Unfortunately I probably won't be able to post anything until the next week. Tell me what you think about this design or how to improve it.

General Anim8or Forum / Re: Can anyone make a character model for me
« on: June 09, 2009, 11:29:14 am »
At the start you may need anim8tor - it's very good modeller and starter animation package :) (maybe GIMP for editing textures will be helpful too) Then you need some sketches of your imagined characters (maybe some hints of personality, different clothing, level of detail etc.). And you can start modeling. If you're not feeling good with modelling you can follow some tutorials before you start. These looks very nice and detailed for me:
I'm sorry but I can't help you more.

General Anim8or Forum / Re: Anim8or on Linux Ubuntu?
« on: June 09, 2009, 11:02:14 am »
I'm afraid I cannot help more as I'm not very familiar with Linux. Maybe someone here who knows Linux/Wine better will help you. If updating drivers and/or Wine does not help you can ask someone on Wine forum or try to report bug.

Anim8tor site in Wine database

General Anim8or Forum / Re: Anim8or on Linux Ubuntu?
« on: June 08, 2009, 02:42:47 pm »
GF 7600 GT on drivers version 177.70 on Mandriva 2009 with Wine 1.1.10. Have you tried to change settings on graphics tab in Wine configuration panel?

That depends on what you want to achieve. If you want deformable wing you'll need morphs or bones. If the wing is going to bend as it had joints inside you'll be happy with bones. If mesh bends in more unpredictable way morphs will be better solution. If you're not sure you may try bots to see what works for you to achieve specific effect.

Bones are extremely useful when it comes to animate 'joined' mesh (single mesh for whole figure or i.e. for whole arm with fingers). If you8 want to animate figure made out of parts it's usually good to hide all the joints somehow. Aligning single parts to bones may be not the most effective way. If you understand how your joints work you don't have to attach parts to bones in figure mode but you can import parts separately into scene and turn them into hierarchy (you will need to put pivots into correct places).
BTW I haven't mastered Figure and Sequence modes yet, so I'm using this method ;)

General Anim8or Forum / Re: Can anyone make a character model for me
« on: June 06, 2009, 08:58:28 am »
Do you have any progress already? Not everyone has enough time to make models for other anim8tors. We're here rather to help to spot flaws in others models and suggest changes or improvements. I don't want to sound rude, but on other forums you might immediately get banned for such topics. Maybe it's not the matter of question, but the way of asking (without detailed informations as someone spotted before). I think that would be easier for somebody to decide if you gave some concept art or something.
If you have problems with modelling you should try to take part in forum challenges or in modelling challenges and competitions on other sites. If you have an idea how your model should look like start with doing concept sketches on a paper or model something with clay. Then start progressing with single parts - from rougher solids to more detailed. When you create something don't forget to post results ;)
Good luck!

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