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Messages - cumesoftware

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Finished Works and Works in Progress / Re: Some models of mine
« on: January 23, 2008, 05:01:54 pm »
very cool  :)

how long did those take you to make?

- colclough

The pedestal was made in about one day of condensed work. The candelabrums were more difficult to make. They took two days each (except for the wall candelabrum of the set that was based on the other, and so was much easier to make).

I'm planning to shoot a scene with these. It will be a 17th century dinning room (plenty of furniture from the different centuries, but the original architecture will be from 17th century), inside a palace. I have the wallpaper set, but there is still much to do. A table with tall seats will be the main star. The ceiling and fireplace will be very much detailed and have to look realistic. I have to find a texture for a painting without breaking any copyright.

Finished Works and Works in Progress / Some models of mine
« on: January 23, 2008, 04:50:28 pm »
This models are not meant to be pretty or detailed. But I consider them to be the most relevant models I've made so far. Please, feel free to give me your opinion, but keep in mind that these are finished works, so I do not intend to implement any improvements.

Bronze candelabrum set

Tall bronze candelabrum

Marble pedestal (untextured)

Anim8or v0.98 Discussion Forum / Re: Crash bug
« on: January 23, 2008, 04:37:13 pm »
I've tested this with v0.95 and v0.96b, and I can reproduce the crash. It seems to be some problem with the select tool. However, if you return to Anim8or by clicking on the task bar or other part of its window except the drawing area you can avoid this situation (as I understood between the lines of your post). This might indicate the nature of the problem.

Well, you can mimic soft shadows by imitating the soft lights behaviour. What distinguish a soft light form a hard light, is that the soft light's light comes from inumerous points very close to each other. Of course we cannot render inumerous points of light, but at least 8 points disposed in a square. The points would emit less light per se, so the overall light can have the same intensity of the equivalent hard light.

What about soft body effects? Or like a force were you bush it into an object and the object falls apart. That is some thing that I always wished it had.
Sounds more like a task for a physics engine, improper for Anim8or. When I use ani8mor, I don't want the objects I create to fall apart or melt or similar. Liquid materials were proposed before. These thinks with physics are not for Anim8or. Anim8or creates models, let other software do the physics with the models created with Anim8or.

If one of these things gets implemented, I swear I won't use Anim9or v0.96 and will stick to v0.95 forever.

Anim8or v0.98 Discussion Forum / Re: Point edit in Scene mode
« on: January 17, 2008, 12:21:51 am »
No, editing objects in scene mode is not a good idea. An object is an object and should be edited only in object mode. If you open a AN8 file with a notepad, you will see that your scene calls objects, does not create ones. You just have to learn how to use the morphing tool. It is complicated but it is rewarding.

Imagine what is to move point by point in scene mode. You would have a modifier for each point and that would make the render impossible. It is much better to move entire objects this way because they are not that many. Also, the morphing tool is much easier to make animation point by point and the chance of distorting a model in weird ways is much, much smaller.

Not to mention that skeleton what for...

Anim8or v0.98 Discussion Forum / Implementation of PNG in v0.96 or v0.97
« on: January 16, 2008, 05:34:29 pm »
It would be a big jump for Anim8or to support other formats than BMP or JPEG. There is the possibility of some formats being proprietary, but that is not the case of PNG. Basically, my idea is to implement the PNG format both when importing textures or rendering images.

PNG is a lossy compressed format that supports 32bit images, it even supports 16bit per channel (making 48bits per pixel). This makes PNG suitable for this application, where a true color image is needed and quality with compression is important too. The PNG standard is completely patent free, so it can be used with no restrictions. Also, PNG support is increasing through out the world. Many aplications already support it.

The only negative aspect is that the standard might take some time to implement in this program, so perhaps it is to be implemented in v0.97. I would recommend PNG Specification, version 1.2, which is entirely compatible with the joint W3C and ISO/IEC version, and perhaps the most used.

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