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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 - Kyle

Pages: 1 2 [3] 4 5 ... 13
31
General Anim8or Forum / Re: Default spheres looking more like ovals?
« on: September 15, 2014, 12:12:08 am »
Here is a plugin for a blender quad sphere if you are interested. I particularly like this one.
That's an interesting one for sure. Probably one of the more useful ones Ive seen so far.

Still hoping to find a good replacement for the built in tool though.

32
General Anim8or Forum / Re: Default spheres looking more like ovals?
« on: September 14, 2014, 11:32:41 pm »
The other plugin seems to create a perfect sphere on my end. Though it doesn't completely replace the built in one for two reasons: one, it doesn't allow me to change the divisions that I can tell, and two, at least in the beta the center axis seems off somehow. It rotates fine until I let go, then its coords completely change for no reason. But again that could be a bug in the beta.

I hadn't realized you folks were talking about textured spheres, so my comment is worthless. I'll have to pay more attention. Probably has something to do with those pesky triangles near the poles.  ;-)
Textured or untextured, it shouldn't matter.

33
General Anim8or Forum / Re: Default spheres looking more like ovals?
« on: September 14, 2014, 08:00:28 pm »
Got me curious enough to take a look, and the default sphere seems fine on my system. Just a passing comment.
Maybe you should upload one so one of us can take a look. I can't imagine a sphere made on yours looks fine but not on ours.

34
General Anim8or Forum / Re: Default spheres looking more like ovals?
« on: September 14, 2014, 04:10:13 am »
That's one way to do it. Though this topology would make it more difficult to work from for certain things. I get the point, it helps make the surface smoother.

I just find it strange if the dimensions of the built in primitive has been wrong all these years.

Is there a plug in like this somewhere that uses square faces instead?

35
Ongoing Anim8or Development / Re: Anti-Aliased OpenGL Workspace
« on: September 14, 2014, 04:04:32 am »
Ahh, Ctrl-B  appears to do exactly what I wanted (at a glance at least). Thanks steve.

Edit: holy crap I can see environment maps (among others) in real time now. That's a new one for me.  I just spent like 10 mins just rotating a sphere in awe. haha

36
General Anim8or Forum / Default spheres looking more like ovals?
« on: September 14, 2014, 02:37:42 am »
Hope I'm explaining this right but I just noticed something at random and was wondering this has always been the case.  A sphere should be a perfect sphere shouldn't it? When I make a sphere, regardless of how many divisions I put in it or how many times I subdivide, it doesn't look perfectly circular.   I can go to the top view and rotate it on the Z axis and it looks fine, the outline stays consistent at any degree I turn it, yet if I go to the front, left, or right view and rotate it along the same axis I see that the height is longer than its width.  Is that normal?

I can post screens if needed.

37
Ongoing Anim8or Development / Re: Anti-Aliased OpenGL Workspace
« on: September 13, 2014, 07:32:10 am »
My card hasn't had a new open gl driver since 2012.  This isn't the first problem I've run into. I remember around 2010 had to downgrade the drivers to get anim8or to run. I've since updated them to the most recent and it works again. I wonder if downgrading again would fix this issue for me again. 

Kinda unrelated but another problem with openGL I've had is that photoshop CS6 used to use OpenGL for 3D and smooth zooming, worked well enough, but Photoshop CC doesn't recognize it at all.

Anyway, I wouldn't be surprised if I've gotten all I could out of this laptop/video card. 

Until then would it be too much to ask for some kind of legacy shader mode that would bring back the working shaders, sans related updates? Right now sticking with the previous build isn't a big deal, but I'm sure I'll want to use the toolset updates you add soon without it looking so nasty.  If not I guess I can always turn off shaders in the working space. (couldn't test it before the preference dialogue bug was squashed)

38
Ongoing Anim8or Development / Re: Anti-Aliased OpenGL Workspace
« on: September 12, 2014, 11:26:34 pm »
Alright, here you go.

39
Ongoing Anim8or Development / Re: Anti-Aliased OpenGL Workspace
« on: September 12, 2014, 12:55:52 am »
Here's a couple of shots. one from object, the other from scene mode.
These artifacts appear pretty much universally, on every object, any file. 

I can send you the first one if you want it. The other is probably too complex... But I'd imagine the file would probably look fine on your end.

I would also say the lighting is considerably brighter for some reason. It looks fine when rendered though.

40
Ongoing Anim8or Development / Re: Anti-Aliased OpenGL Workspace
« on: September 11, 2014, 07:57:33 am »
Darn, greyed out.  It seems anim8or has outgrown my old machine. heh
Well I cant wait to upgrade and actually see this work.

One issue I've noticed now though is that I cant get out of the preferences box now without canceling out of it. As in I get "Samples: malformed number", even if I don't change anything and hit ok.

This version definitely looks pretty ugly running on my machine compared to previous builds. My crappy specs are probably to blame here. I see elements of shaders looking better, but there's so much aritfacting going on in working views that it cancels that out.
I'll have to stick with the previous build for now.

41
Finished Works and Works in Progress / Re: Andy's Room WIP
« on: September 10, 2014, 08:15:43 am »
Added this crate full of books. Its not too accurate, I'll probably redo it later but its a decent stand in for scale.

Edit: added a white board and another poster.

Edit: added basketball.

42
Finished Works and Works in Progress / Re: Andy's Room WIP
« on: September 07, 2014, 08:20:16 am »
New poster. And some other stuff I don't have time to show at the moment. I'll edit in more soon.

Edit: Added a second render showing the chair, its more or less complete now. Also added some trash, and started working on some more stuff to set on the desk.

Another render added. The door now opens. I did this with the old version of the room, but man, I've forgotten how annoying it is to do.

43
Love the layer feature, when it works. Sometimes I'll turn off a layer and it doesn't hide things it should.

Also, you're probably aware, but sometimes materials will just dissapear once rendered. This chair for example, the white parts should show up as black.


44
General Anim8or Forum / Re: Pixar Renderman
« on: August 11, 2014, 10:56:46 pm »
This is from an email I got from them today. Confirming what I already knew really.

We have received many questions about Non-Commercial RenderMan, particularly about what it can do and who it is best suited for. Here is a short summary of what you can expect.

First as a reminder, RenderMan is not a standalone animation system. It requires a modeling and animation solution to provide it with scene data to render photorealistic images. Well known CG authoring solutions compatible with RenderMan include Autodesk Maya, Maxon Cinema4D, Side Effects Houdini, and The Foundry's KATANA. In addition, familiarity with computer graphics (including modeling, animation, lighting, and rendering) is important to properly utilize RenderMan's capabilities. If you are unfamiliar with the process of creating and rendering images, we suggest first becoming familiar with one of the above solutions. RenderMan itself provides advanced tools for shading, lighting, and the final rendering of visual effects.



Doubt I'll be able to figure this out enough to use it. I haven't gotten far in Maya. :\ Cant even find the render button. I know what it looks like, its supposed to be a clapper icon, but its nowhere to be seen on my copy.

45
General Anim8or Forum / Re: Pixar Renderman
« on: June 09, 2014, 08:24:25 am »
Marionette is an older one, the thing they use now is called Presto.

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