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Messages - DragonSlayer

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16
Finished Works and Works in Progress / Re: i was bored
« on: September 22, 2010, 11:35:00 am »
It's a good test on morphs and showing their limits, like the bird flapping the wings, they just stretched up and down. The ball is actually pretty neat... how did you do it? Where there two ball each a different color, or something more complex. By the way, it was surprisingly enjoyable, even though it's just a basic test like video. Maybe it was the spike ball... looked like it would have hurt to touch.

17
Finished Works and Works in Progress / Re: Project:"The Mission"
« on: September 22, 2010, 11:29:17 am »
Very good, I like how the jet popped out of the ball. But the shadow issue is true, it shouldn't show a shadow on the planet. If you are using the ART, you can't just set the shadow on or off for the object, so you could just move the light over a little bit. A starfield would be nice to, and would greatly increase the quality of your movie. A layer of clouds over the planet would be useful to, especially if it's not earth, you have the craft go by thick clouds after all. Great animation though, the movements are spot on!

18
General Anim8or Forum / Re: Problem with alpha-maps
« on: August 22, 2010, 02:13:13 pm »
I've had that problem when I made a bunch of bushes using transparency mappes on a terrain. I did a video, so I saw that when a bunch of bushes were lined up in front of the camera, there were the black cants, when the camera reached the top of the hill, looking to the sky, not many bushes were lined up, and the black cants were not present. What renderer are you using? I saw this problem in ART, but I didn't try the scanline, which might change things. I think it has something to do with the maximum reflection value for the rays in the ART raytracer (if it is the renderer). So see if increasing the value to some huge number helps (if you plan to not use reflections that will see reflections, or you'll sit there forever as it caluculates the relflection) or try changing the renderer.

19
OK, well, it was just a thought...

20
General Anim8or Forum / Re: Improving Render Times
« on: August 22, 2010, 01:04:14 am »
Im stuck rendering on a computer with 456mb RAM and a 2.04 ghz SINGLE CORE processor. You want slow renders? That's the computer to be on. To make matters worse, I run out of memory when I make complex scenes and models, and when i do anything, it can take like 10 seconds before it starts to update. I know Anim8or only runs on one processor anyway, but the system is using that processor too. When I get my school computer from DSU, I'm hoping it'll run anim8or, they have 4Gigs of RAM, but it might have an Intel Graphics Chip, which of course may not have the OpenGL Driver that is required to run the program. ::) Regardless, If you like subdividing (and I mean making scenes out of them, like me) I would guess you need loads of RAM to handle all the points, edges, and faces, plus all the rays, variables, textures, colors, updates, and a whole load of other things. Currently I use 2Gigs of Virtual memory, which is the max on the computer, and I've gotten close to using it up, I'm fairly sure. Im wondering though, other than the driver, does the graphics card matter much?

21
Ok, so I think it's great that Steve is give out his, well, baby for free, but I think he could maybe get something from it... So I was thinking maybe he could put some ads on the site. Think about how many people enter the forums alone in a day. I'm saying smallish ones, not the stupid pop-ups, like one at the top left corner in the blue bar, and/or on the bottom of the bar, and on the bottom of the pages. I think it would be a neat way he could get a little back from his program, without having to sell Anim8or as a product. I know making the site run ads would be some work, but I really believe there is a tactful way to put ads on a site without being oppressive. So I ask the other forum members "What do you think of this idea". Again, Steve, I think its great your giving your program away, your labor is well appreciated ;).

22
General Anim8or Forum / Re: Confused in Scene mode
« on: August 22, 2010, 12:45:50 am »
The panarama, image, and box backgrounds only render for the ACTIVE camera. In order to have another camera see the background, you must make the unwanted camera-active variable "0", and the camera_you_want-active variable "1".

So it would be like: (the dashes indicate where the data point is)
camera00
_
      active| | | | | | | | | |-| | | | | | | | | |
camera01
_
      active| | | | | | | | | |-| | | | | | | | | |

the first frame is defaulted, camera00 will automatically be active, camera01 will not.
in the 10th frame, the camera00 will have be deactivated with the value of 0, while camera01 will be activated with a value of 1. This is really useful if you have a camera set up with a parent object so it acts like a hoodcam or a cockpit view. By the way, I believe the active variable doesn't show up on the timeline by default, so you may have to double click the name of the camera and look under the "other animatable properties" to use it the first time with that camera, then it will show up on the timeline. Good luck!

23
General Anim8or Forum / Re: "The magic that is 1.0"
« on: August 22, 2010, 12:26:42 am »
Whether or not Steve is working on Anim8or anymore (and I bet he is) he has made great program. It is fairly powerful, intuitive, and simple. I don't have have to ask Steve to K.I.S.S... he already has (and of course he isn't stupid at all, not trying to be insulting or anything ;))and I think that, in itself, is a great accomplishment. Announcement or no, I am happy with Anim8or as it is, yet I wait with baited breath for the next update, like everyone else here. So I guess what I'm saying is, "Take your time Steve, I like the suspence!".

24
General Anim8or Forum / Re: rendering differences...
« on: August 22, 2010, 12:18:14 am »
Check your preferences, there are a lot of things in there that can be different by default from computer to computer. I've delt with this problem myself, it had the shading and transparency off if I remember right. Hope this helps.

25
General Anim8or Forum / Re: Trees
« on: August 22, 2010, 12:14:50 am »
With your leaves being mapped and all, you probably don't need to subdivide them, you could probably just use a rectangle that is divided through its width a few times and have it curved. However, then you would have problems with the shadow, which will then be a rectangle, so you can use the knife tool to cut along the image of the transparency map and delete the outer points. Also, I've noticed that if you have too many transparent faces in a line that the camera sees, (if they are transparency mapped), when rendered, you end up with the areas that are exposed to be transparent being black. I don't know if it has to do with the ART Renderer (cause thats the one I used, I should try the scanline and see if that fixes it...   ;)), If it is, I would expect it to do something with the maximum reflection value for the rays (which I can't seem to find  :-[), but I digress :P. That should help with the poly count anyway, and you may be able to find a way to excape the issue of the black areas. Oh, and if you want the transparency map to take effect without rendering, go to view->preferences, and you should have a option under the name of "transparency" or something like that (I'm not on a computer with Anim8or or I'd check for the exact name), and you can turn it on. That should get it working. Sorry for my tiresome monologue, but I hope this helps ;).

26
General Anim8or Forum / Re: Texture Map Difficulties
« on: July 22, 2010, 02:47:02 pm »
I probably never would have thought of exporting again, I figured that since I exported into UVMapper, it would work. I'll still try Lithunwrap, because since it updates the map onto the model in realtime, that would be helpful too. Thank you all again. I really appreciate your help!

27
General Anim8or Forum / Re: Texture Map Difficulties
« on: July 22, 2010, 11:51:00 am »
Thank you for the help. I'll give it a shot when I have a way to download it and get it home (I'm at the Library right now and without a flashdrive... ;)).

28
General Anim8or Forum / Texture Map Difficulties
« on: July 10, 2010, 05:54:24 pm »
Boy its been awhile, I hate being without internet. Right now I'm borrowing someone elses computer... so I hope I can describe this right.
I downloaded uv mapper classic, exported my model, and tried putting it on. I tried a planar map, because it had less overlapping, but it wont fit on my model right, like it is a pair of pants that are way too small, and you end up with the cuffs halfway up the calf, but in all directions. I held the middle mouse button, and tried to scale it to the right size, but that didn't work. I then tried a cylindrical map (without the caps), and that didn't want to even put it on to where the lines would show (I didn't color in the texture map yet...). I would try spherical, but i don't know how I would draw in the details I want, especially since I only have paint, though gimp might help, It's free and I believe it has layers. Anyway, does anyone have any hints to make the ones I have work, or what program I could use that would make texture mapping easier (though free - cheap is a requirement there  :-[). Thank you.

29
Anim8or Challenges / Re: Challenge #17: Pigs
« on: May 14, 2010, 09:22:24 am »
I got the pig's basic mesh done, now I need to model the jaw and the tusks. After that, I'm going to make a hillside with an ardvark hole in it, mesh to mesh some grass, texture the pig and earth, and then I have a Warthog waking up for the morning!

30
Anim8or Challenges / Re: Challenge #17: Pigs
« on: May 13, 2010, 04:06:47 pm »
WOAH!!! I GOT FURTHER THAN I THOUGHT I WOULD!!!!!! I just hope the triangles won't give me greef when I skin it though. :P It's that kind of thing that happens to me... the mesh looks great, but animatable it is not!

By the way, I LOVE bacon! So yeah, I'm achin'.

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