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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 - davdud101

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General Anim8or Forum / Re: Anim8or v1.0 Beta is available
« on: April 03, 2017, 04:32:55 am »
And...any chance of Ctrl+S being to save, Ctrl+O to open, and Ctrl+Shift+S to save as? Whenever I come back to this program from, say, any other program in existence, I keep accidentally toggling Smooth shaded mode and god knows what else pressing the other hot keys :P

Hey Raxx, long time no see!! :)

Awesome, Steve! I'm looking forward to getting back into modeling once I get my new computer built. Congratulations on hitting that first milestone - Anim8or is truly remarkable for a one-man free-time project!

General Anim8or Forum / Re: "An8-Chan" side project
« on: March 30, 2017, 12:29:28 am »
SOoOoOo kawaii!!! This is hands-down te cutest character I've seen from your work, fss. Really nice!!
Only thing I can imagine editing is making her feet a bit bigger and spacing the toes a bit more. Up to you though :)

And hopefully, that'll assist in getting this community up and moving again! It's been awfully quiet around here lately :'(

Finished Works and Works in Progress / Re: Red Man
« on: March 07, 2017, 06:11:05 am »
Quite good for a first one!

If you're looking for any tips.... The main thing many (dare I say, most) Anim8or users seems to struggle with is timing. Your animation feels a little bit slooooow like molasses. One thing I've done to try to remedy this is to use a stop watch - time how fast you want the motion to be using objects in real space as dummies - then use that to set up your timing for keyframes and stuff.

Again - Nice for a start!

I believe multithreaded means it uses a seperate thread to render than the one it uses for UI, so the UI is still responsive. I believe the renderer is always single threaded

Yikes. I did always look at the cores and noticed that only the one is in use. <Multithreaded still does work FAR better than the alternative for me, as Anim8or generally crashes if I click on the UI while not running Multithreaded when rendering.

thecolclough, is it worth it? Although it seems you can't allocate one instance of the software to one core, it's SUPER easy to render an animation using multiple instance and I've never noticed any dragging on the cores/CPUs because (my impression is that) Anim8or can only run as fast as it's programmed to. Maybe I'm misunderstanding the purpose of multithreaded rendering.

Feel free to call BS on everything.. I got far too little sleep last night :]

Anim8or v0.98 Discussion Forum / Re: Feature Request Thread
« on: February 20, 2017, 03:17:57 am »
Random thought while skinning a character - the wireframe of the model ought to be white or grey before weights are applied to avoid confusion with colors

If I remember off the dome... You have to click the Skinning icon on the sidebar, then click (maybe double-click) on the bone you're going to manipulate.

Looks great!! What's the texturing and coding done in?

I'm having trouble holding back the congrats, even while v1.0 isn't out yet! Anim8or sure has come a *LONG* way - keep up the good work! :D

General Anim8or Forum / Re: Anim8or on Tablet PC?
« on: February 09, 2017, 06:50:44 pm »
I've tried it a *little*, a **WHILE** back on iPad with a VNC viewer. So not really the same, at all. I'm not sure the controls in Anim8or are so tablet friendly at the moment, although you can do everything with only the mouse, which becomes a finger on a tablet. It's worth a shot.

Anim8or v0.98 Discussion Forum / Layers and groups don't cooperate
« on: February 08, 2017, 08:07:52 pm »
Sorry for all the recent topics! Forum's been really quiet in the late, though.

I'm continuing on my CAD project, but it seems that an object that is a gruop nof lesser objects DOESN'T show up if it's layer is activated alone. It only shows if lower layers are visible/activated.
For example, if I have a group on layer 2, the group WON'T show unless layer 0 is on.
Not sure if that's an intended function or an error. ::)

davdud101:[/n]Anim8or uses HW acceleration, but it's not very efficient in how it does it. The OpenGL rendering code needs to be rewritten.

How complex are your scenes? How many faces and vertices are there? You can probably speed thing up a lot by simplifying your models. Also, how fast does it run for a simple scene? These could help me understand what the bottleneck is.

That's likely true. More basic models generally play back without problems- models containing only lo-poly meshes. Models with lots of subdivide objects are where I usually have the most problems.
I think I will start doing more previsualization, that could certainly help my workflow!

The ability to render ranges of frames at a time is so handy - makes "render farming" a lot easier when 8 instances of Anim8or are rendering only 20 hi-definition frames each, or when rendering different passes of one scene all at once.
Thanks Steve!

I come bearing gifts!

I've been thinking about using this guy (or a modified version of him) as my evil emperor in a remake of a REALLY old Anim8or short I made about 7 years ago back in 6th grade.

Thanks to Raxx for his awesome PHUR plugin. I'll need to go through and redo the eyelashes and brows for more realism, but this is great just to see how it looks in the preliminary stages.

Anim8or Challenges / Re: Challenge suggestions.
« on: January 30, 2017, 05:04:13 pm »
.. Bring back the challenges?

:) I was looking through old stuff and had a hankering to get a "reason" for doing more animation.
I feel like it could be cool to do a, for example, "model a wet object" competition. Maybe it'd be a fish, maybe a cold one. But either way, it'd depend heavily on texturing and/or post-production skills.

just an idea!

That's convenient, thecolclough - the ridge in the middle was just because I was being a bit lazy and wanted to get a first render out there ASAP :D
I've modelled new eyes which use a textured iris-layer with geometry under a ray-bent 'glassy refractor' shaped like the cornea.
The method doesn't look SUPER realistic yet, but I think it's getting there.

New render below:

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