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Messages - hihosilver

Pages: 1 ... 82 83 [84]
1246
General Anim8or Forum / Re: Tired of being bald.
« on: January 04, 2008, 05:20:18 am »
Both fur and hair are possible with anim8or.  There are two ways you could go about it, there's the ridiculously high poly way, and the lower poly way.  The ridiculously high poly way is basically modeling hairs and putting them on the model, rotating them correctly to give you hair.  The upside to this method is you get realistic shadows, the downside is the freakishly high amounts of polies, and the freakishly long render times.
The low poly method is making planes that you texture using transmaps to give each plane multiple hairs.  You can then rotate these planes and put them on the head to give yourself a full head of hair.  The downside to this method is that shadows aren't very realistic as anim8or can't render shadows of different transparencies differently.

1247
General Anim8or Forum / Re: How bout' an anim8or book?
« on: January 04, 2008, 01:13:30 am »
I just created a new topic called 'tutorial requests' in this forum.  For a book to take place, first, you need content for the book.  If enough tutorials are created on a broad enough range of topics I'm sure some kinda of book, though it may start small, could be created.  I'd be willing to help a good deal with the book as well.  So please request things, make lists of things you think should be in such a book.

1248
General Anim8or Forum / Tutorial Requests
« on: January 04, 2008, 12:41:29 am »
Lately I've been in the mood to create Anim8or tutorials.
I'd like to hear from everyone what they'd like to see tutorials on, or what they feel others would find the most useful with tutorials.  It'd be nice to get a lot of input here as I could make some form of a list to work off of.
Thanks   :)
Hihosilver

1249
General Anim8or Forum / Re: using bone limits
« on: January 03, 2008, 04:53:57 am »
Honestly that sounds like a very tough predicament.  I was about to suggest using weight paints.  The only other way I can think of to get around this problem would be to have the model made a certain way that the lower jaw is perhaps open therefore you can use the envelope weights more effectively to get all the points you want.

1250
General Anim8or Forum / Re: Animation gone wrong
« on: December 31, 2007, 11:58:40 pm »
I agree with Rudy, a screenshot would be amazing.  What it sounds like to me is that you haven't skinned the object, so it wont follow the bones, but I can't be sure without any sort of image.

1251
General Anim8or Forum / Re: Question concerning material zones
« on: December 31, 2007, 11:47:04 pm »
My suggestion would be to have the different meshes as seperate objects.  You can then export each one as a .obj file.  In poser you can import all three and you should have all three different materials.

1252
General Anim8or Forum / Re: Future Features For Fun
« on: December 27, 2007, 08:24:18 pm »
Quote
Point beveling. I've been wondering why you can't do that.

I completely agree with this.  I feel it'd be a very useful tool.
Mirroring bones would be wonderful as well as people have said in the past.  Mostly just backing up what people have said.
There are other features that I would obviously want such as IK, but those are much larger and I guess I'll focus on the smaller things now.

1253
Finished Works and Works in Progress / Re: Anim8or Christmas Card
« on: December 25, 2007, 03:59:59 am »
I think you may have forgotten to set the diffuse to 1 and ambient to 0 for the grayer textures.

1254
Finished Works and Works in Progress / Re: The Thinker crystalized
« on: December 25, 2007, 03:58:37 am »
It is pretty neat.  I like the second render best.  Are you going to do a render with shadows and a ground receiving them?  could be pretty cool.

1256
Finished Works and Works in Progress / Re: Signature
« on: December 20, 2007, 06:39:05 am »
Best sport there is! ;)
The signature looks pretty good.  The bird is a bit hard to see though.

1257
Finished Works and Works in Progress / Re: Skeleton WIP: Reboot
« on: December 20, 2007, 06:28:50 am »
When I saw the name I couldn't believe it!
Great to see you back DoctorStopMo.
The skull is looking very nice.  I'm not quite sure about the anatomy of it, as I'm no expert, but It looks pretty dang good!
An x-ray texture seems a bit difficult.  It probably required playing around with emissive, ambience, diffuse, all that jazz.  Right now I have to admit that it doesn't look much like an x-ray, as x-rays seem to light up more around more condensed areas with more things behind it as well as the sides.
Wonderful modeling though, a wire would be nice to see.  I always love seeing peoples edgelooping.
Great to see you back! (and you should visit the new .org forums ;))

1258
General Anim8or Forum / Re: Undoing weights
« on: December 19, 2007, 05:25:18 am »
To prevent not being able to 'undo' enough in the future, you can turn up the undo memory by going 'File>Configure' and changing the "undo buffer" to something higher.

1259
General Anim8or Forum / Re: Welcome to the New Anim8or Forum
« on: December 19, 2007, 02:26:59 am »
I like the new look of the forums.  I looked in the .com forums a few times before, mostly for some resources, but the forum looks much easier to follow now, and I figured I might as well give this forum a shot as well!

1260
General Anim8or Forum / Re: Undoing weights
« on: December 19, 2007, 02:25:14 am »
You can either 'undo' or 'remove' the bone weights by double clicking the object you want to remove the weights on and unchecking "Enable Skinning".
You can also change from weights too bone influences or bone influences to weights by just checking one or the other after double clicking.

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