Anim8or Community

Please login or register.

Login with username, password and session length
Advanced search  

News:

An update to Anim8or, v1.00b, is available with a few bug fixes. Get your copy HERE. See the "ReadMe" file for details.

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - hihosilver

Pages: 1 ... 81 82 [83] 84
1231
General Anim8or Forum / Re: Edge properties
« on: January 07, 2008, 06:04:10 am »
Dasoccerguy:  Beveling edges is a way of edge reinforcement.

1232
General Anim8or Forum / Re: making a space ship
« on: January 07, 2008, 06:03:37 am »
So what exactly do you want help with?  You can't get it to look right?  Nobody can help if you don't provide any pictures and don't tell us anymore.  It sounds like you're just telling us your problem.  Are you asking for help?

1233
General Anim8or Forum / Re: Morphing
« on: January 07, 2008, 06:02:35 am »
In scene mode, you can use morphs with either the graph editor, or the timeline, or both.  For the timeline, you need to press the '+' at the very bottom of the scene next to your scenes name.  Now drag up the bar on the left, and press the '+' on world.  You should then have a list of all the objects, figures, targets, lights, etc.  You can press any of the '+' symbols next to them to bring down a list that should include the morphs.  You can then click the morph in the list, and double click a key on the timeline.  Then press 'add key' and enter a value for the morph target.  1 is full, 2 does twice the morph target and 0 goes back to no morph target.

1234
General Anim8or Forum / Re: Morphing vs. Boning
« on: January 07, 2008, 01:07:11 am »
Morph targets are generally preferred for animating mouth movements, but especially for lip syncing in anim8or.  Other programs have different forms of morph targets or something of the sort, but from what I've seen, bones usually aren't preferred for animating mouths.
Bones are normally preferred for skeletal type movement, or normal movement upon a hinge.  The jaw does move on a hinge, but there is lip movement as well which makes things much trickier and not preferred with bones.  Therefore you use morph targets.  So when animating things such as a mouth, a piston, or even something like a flag you may want to use morph targets.  When animating things such as a hinge, or a character bones would be preferred.  You can get smooth transitions with bones as well, such as a rope, though you use many bones in a line normally to give more freedom.
I hope that helps you a bit ;)

1235
General Anim8or Forum / Re: Tutorial Requests
« on: January 07, 2008, 01:00:26 am »
Sadly I can't come out with tutorials as fast as I'd like to.  Since winter break is now ending, I wont have much time to work on these tutorials, but I'll still do work on them and hopefully get some out.  This is going to be somewhat of a long term project.  Right now I'm almost finished creating a basic sword tutorial.  Next I'll probably switch to video tutorials, and I plan to do a complicated sword next.  A fur tutorial would be possible, it would be a decently simple tutorial using transparency maps.  As for a cloth effect in anim8or, no there isn't.  You can simulate some cloth movement with morph targets, but that's about as close as you can get.  I could still perhaps do a tutorial of clothing a character.
Remember that I may not be able to do every single little tutorial, though I'll try to get most of them done.  I have other requests from people on anim8or.org as well, so I have to balance what I make first.
Thanks for all the input! :D

1236
General Anim8or Forum / Re: Lights
« on: January 06, 2008, 03:32:30 am »
You must have missed something when trying to create shadows.  Either your objects aren't casting/receiving shadows, or your lights aren't creating shadows.
Here's a tut I made on rendering that could prove useful.

1237
Finished Works and Works in Progress / Re: aging white rap artist
« on: January 05, 2008, 09:30:33 pm »
Great job there.  I remember you working on this a while back, and it looks like it turned out pretty good!  The movements look pretty good though there's some stiffness in the animation and some points where the character slides or goes through the floor, but mainly it seems pretty good!  My main crit would be that there's no ground outside!  it's the first big flaw I noticed.  You did a great job of putting the devil up in the window, good job on that!

1238
General Anim8or Forum / Re: bone influence vs wieght skinning
« on: January 05, 2008, 09:26:48 pm »
Ah, I understand now.  I'm referring to envelope weights as what you're referring to as influence volumes; i'm also referring to painted weights as what you're referring to as skinning weights.  I don't want to come off as any type of smart alek, but I feel I should correct your terminology.  Envelop weights are the ones that form a sort of "envelope" over the mesh where you can set the inner and outer influences.  Painted weights is where you paint the geometry telling what bones to influence what.

As for what's better:  Normally I tend to use painted weights.  This is mainly because I feel I have much more control over the mesh this way, and envelope weights can be very difficult to form around a mesh sometimes.  Still, painted weights can get confusing, and envelope weights are a bit easier to use.  When using painted weights it can be difficult to paint exactly what you want when sometimes you'll accidentally paint something behind.
For a hand, I'd typically use painted weights, though others may use envelope weights.  Really I feel it's more of an opinion on what works better, though sometimes envelop weights wont work.  An example would be if you wanted a bone to influence the mouth of a character.  An envelope would be very difficult to form perfectly around the jaw, while you could easily paint what you wanted to be affected.

Those are only my views on it, I'm not sure what other people feel.  :D

1239
General Anim8or Forum / Re: bone influence vs wieght skinning
« on: January 05, 2008, 10:12:30 am »
If I'm not mistaken I believe the two terms are basically the same.  Are you talking about the difference between skinning with envelope weights and painted weights?

1240
General Anim8or Forum / Re: Tutorial Requests
« on: January 05, 2008, 10:09:02 am »
Kreator:  I'm not exactly sure what you mean by staying on the ground, do you mean in things such as walk cycles?  I'm not exactly sure what I'll use for video capture.  Is camtasia a good program for it?  I plan on having narration, as I don't like time-lapse videos as much either.  I may post them on youtube, but I'll be sure to offer higher resolution videos as well, as I hate youtube's quality.  You can't see a thing.

RnDr FOX:  The video format would probably be something that's more or less universally acceptable, such as a format and codec that's readable by "Windows Media Player" or perhaps useable with quicktime, as I know it's a format many in the 3d industry use.  Mainly it's used because you can go frame-by-frame, and it's nice high quality.  I'll add animals to my list as well.  I already have modeling techniques written down, they will probably include:  Box modeling, Poly-by-poly modeling, and edge extrude methods.  I'll probably also include the facts and knowledge that these can be and are usually all combined to make the most efficient form of modeling.
Hm, for some reason the glow never seems to work on my computer... I just get highlighted text... unless that's what it's supposed to be.

1241
General Anim8or Forum / Re: Working with transparent GIF's and textures
« on: January 05, 2008, 10:02:47 am »
I'm not sure exactly what's going on here, it's a bit confusing.  A screenshot would help.

1242
General Anim8or Forum / Re: help! how do i make a room.
« on: January 05, 2008, 10:00:01 am »
Another thing you want to take into account when creating a room is the direction of the 'normals'.  Basically the direction of the faces.  You can create double sided materials, but normally, if you were to make a room that you wanted to render from the inside, you'd want the faces turned inwards.  To do this in combination with Nate Bro's short tutorial, you would drag select all the faces and go "edit>flip normals" or press "shift+n"
To be able to tell the direction the normals are facing, you can figure out by selecting a face.  When the face is yellow you are looking at the front of it, when it's blue, you're looking at the back, simple as that.  Normally you want the front facing you, though as I said before, you can create double sided materials.

1243
General Anim8or Forum / Re: Tutorial Requests
« on: January 04, 2008, 10:25:36 pm »
Thanks guys, I've added the new listings.  You're right there may be a useful tool called plantmaker, but I'm also sure it can't do any plant you want.  Plants can also be good to teach people the methods themselves.
As for video format, I wasn't sure if I was going to do videos or not.
I'm currently working on a simple sword tutorial, then I'll do a more advanced sword tutorial.  Right now they're being done with screenshots and will be in a written format.  Though you're probably correct that I should start making video tutorials if I want to make things easier on myself and probably others.  If/When I go to video tutorials there will be sound, as I have a mic.  Is there a video format you'd prefer for the tutorials?

1244
General Anim8or Forum / Re: I need an animated mouth.
« on: January 04, 2008, 10:17:10 pm »
You're going to want to use morph targets as Kreator suggested, in combination with Phonemes.  Phonemes are basically the smallest sound type you can make.  For different sounds, there is a different mouth shape.  Here's a great example of phonemes you can use as a reference:

Good luck!

1245
General Anim8or Forum / Re: Tutorial Requests
« on: January 04, 2008, 05:22:22 am »
I'll put these down on a list.  If I finish them I'll probably post them on the forums, but yes, I'll pm you with them as well if I get to them.

Pages: 1 ... 81 82 [83] 84