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Ian Ross has just released a book on Anim8or. It's perect for a beginner and a good reference for experienced users. It contains detailed chapters on every aspect, with many examples. Get your own copy here: "Anim8or Tutorial Book"

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Messages - hihosilver

Pages: 1 [2] 3 4 ... 84
16
Finished Works and Works in Progress / Re: senior project
« on: August 28, 2010, 03:38:29 pm »
I wouldn't expect to get 9-10 min. episodes done.  You'd be surprised what you can fit in 1-2 minutes and how long it actually takes to use up that much time and make that much animation.

17
General Anim8or Forum / Re: anim8or discontinued???
« on: August 23, 2010, 11:23:44 pm »
No.  He's simply very busy.  Steve would tell us if he discontinued anim8or.

18
General Anim8or Forum / Re: rendering differences...
« on: August 22, 2010, 05:44:30 pm »
Looks to me like the second render just doesn't have shadows turned on.  Could be in the preferences like Dragonslayer said or perhaps the actual objects/lights

19
Awesome mate, as always.  some great quality stuff, your textures really stand out.  I love how you always complete full models with high quality.

20
General Anim8or Forum / Re: Point Grab Tool - Suggestion!
« on: August 17, 2010, 03:11:12 am »
All of this is already doable in Anim8or.  The thing is you have to use actual vertices and faces and edges.  It's not as simple as grabbing something and moving it around that easily.  If you're talking about sculpting (programs like Zbrush, Mudbox, Sculptris) then it's very doable with those programs, but they don't have any edge looping or good topology.  In other words, they are great programs for still objects, but when it comes to animation and rendering in other programs they're awful (unless you retopologize, or give them a good structure basically.)
There's a lot to learn, but 3D cannot be that easy, to be honest there is no way.  I think the closest you'll get are sculpting programs (sculptris is a good one to start with, as it's very simple and free.)

21
For Coraline, elongated eyes would be much easier as well as it was done in stop-motion not CG

22
General Anim8or Forum / Re: need help with Keys
« on: August 16, 2010, 09:22:25 pm »
Select the single frame (should be selected in white) and you can press ctrl+c to copy or ctrl+x to cut and ctrl+v to past where you want.  You can do this with blocks of frames as well.  Also, know that in scene mode, the actual speed may lag.  You need to render to see the real speed of the animation (also, the fps or frames per second matters for how fast the animation moves, and it can be changed to what you want.)

23
General Anim8or Forum / Re: "The magic that is 1.0"
« on: August 16, 2010, 09:18:49 pm »
Steve is a busy man, though if he dropped Anim8or all together he would announce it.  Being the only person working on it progress is slow (plus he has an actual job on the side.)  So I would say yes, he's working on it, but progress is and will most likely always be slow.

24
Finished Works and Works in Progress / Re: another project
« on: August 13, 2010, 01:01:32 pm »
If you want a model with its texture files, I would recommend packing them all into a .zip file and uploading that.  That way when we extract it all the files are already together!

25
Anim8or Challenges / Re: Challenge #20: Chain reaction
« on: August 13, 2010, 12:59:23 pm »
I'd say yes in kubajzz's stead.  Cre8or is an anim8or related program and can be a very useful tool, so why  not practice using it!
Have at it

26
Finished Works and Works in Progress / Re: Apartment WIP
« on: August 10, 2010, 05:22:35 am »
Think about what normal apartments have.  They're set up to fit the basics.  So think about what the different rooms are.  It appears to be a bigger apartment, I've seen one similar to this.  The main room would be a living room, though in apartments they tend to combine to be a kitchen as well, so one side would have cupboards and counters as well as a fridge, dishwasher, oven, etc.  You'd want a couch and TV in that room.  One or two of the rooms would have to be bedrooms as people live there and need a place to sleep.  Lastly a bathroom, everyone needs a bathroom.
That's my recommendation!

27
Finished Works and Works in Progress / Re: Plans, need tips
« on: August 10, 2010, 05:14:20 am »
Very nicely done!  This is definitely a solid model at the moment.  I'm wondering if you plan to keep this as it is, or smooth it, or even make it a subdivision object?
I'd also be very interested in seeing different views (as the pelvis looked to be tricky and I'd love to see what you did with it!)
Some great stuff though, especially for just beginning.  Keep up the good work!

28
General Anim8or Forum / Re: a dragon tutorial?
« on: August 10, 2010, 05:08:24 am »
I honestly doubt you'll find a tutorial tailored specifically to the exact model you want to make.  The tutorials are there to teach you the skills of modeling.  The techniques and the thought process and how you actually model.  Follow these tutorials that teach you the skills.  What you want are tutorials on organic modeling.  Modeling people, animals, creatures, etc.  All of these models will translate into creating a dragon for yourself.
Tutorials teach techniques of the art-form, master those and you can then create your own art like the dragon you want to make.

29
Finished Works and Works in Progress / Re: my real work
« on: August 10, 2010, 12:03:33 am »
If you want to go  back to a mesh form, you can double click your subdivision object and change the divisions to 0.  Then you convert it to mesh and you have the original mesh back!

and Rellik, subdivision objects do not use NURBS.  NURBS (Non-Uniform Rational B-Splines) are a completely different modeling tool/form that Anim8or does not have.  It's much less flexible than subdivision objects, but is often used very effectively on more non-organic models.  It basically uses curves to loft between and fill in "patches."  It has its own uses but Anim8or does not have NURBS.

30
General Anim8or Forum / Re: Broken Select tool?
« on: July 27, 2010, 06:30:04 pm »
You have to select the object that has the modifier bound to it (I'm assuming you selected both and went "Build>Modifiers>Bind Modifier"
This step only shows you what will happen if you effect the modifier, you haven't actually finished applying the modifier yet.  That step is there so you can play with the modifier and get the shape how you want it.
Next, you have to select the object/modifier combination and go "Build>Modifier>Effect Modifier"
That will get rid of the modifier but leave the object in the form you want.  You can then bind your next modifier and effect it.

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