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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 - slex

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31
General Anim8or Forum / Re: Morph the textures
« on: September 11, 2016, 08:23:34 pm »
I'll just copy the object, paste it inside the first one and rotate/resize texture and give it some morphs.

Thanks raxx and daniel a lot for helping me to clear it out :), you're gr8

32
General Anim8or Forum / Re: Morph the textures
« on: September 11, 2016, 02:36:45 pm »
Thanks Raxx for rephrasing my question, that was exactly what I thought-
Quote
the action of keyframing the skewing, scaling, or moving UV coordinates with it interpolating between each keyframe
. I've meant morphing just one picture/texture which is applied to object or the part of it- that could be useful for simulation of liquids (water,sweat,melting etc.).

I watched your tutorial about the script and understood that I have to edit multiple instances of that picture with external program that can be applied to a .an8 file with your script, that worked quite good in you video but those codes look scary :o,I'll give it a try 

33
Anim8or v0.98 Discussion Forum / Re: Feature Request Thread
« on: September 11, 2016, 11:25:25 am »
Steve ,
can you implement a possibility for adding a morph keys in scene mode only with one click e.g. right click on appropriate place in morph time track gives a key 0, left click gives a key 1, middle click erases the key, double click works as it is now- edits the key. That would make animating a lot faster

34
General Anim8or Forum / Re: Morph the textures
« on: September 11, 2016, 10:24:11 am »
I've tried working with terranim8or, but there is no help file and it stops working randomly  :-\, any other suggestions?

35
General Anim8or Forum / Morph the textures
« on: September 10, 2016, 02:16:18 pm »
Hi people,

can anybody please tell me how to morph the textures (picture used on object), or is that function possible? I've tried to do that but without any luck.

36
you can increase that 1MB up to a 100MB and see if the crash repeats

37
daniel99 - I think that you undo buffer hogs the memory because it tries to remember all the undo-redo steps. I had similar issue and that's the only thing I find suspicious. Open the task manager and see how the memory used by Anim8or increases after every movement. You can free that memory by save+close+reopen the project. Integrated GPU uses the computer RAM, maybe it works better with dedicated GPU.
 Anyway, some mechanism should be implemented which 'forgets' the undo steps older than let's say 20th or if used memory is above 200MB, I'm sure Anim8or wouldn't crash then.

38
General Anim8or Forum / Re: render resolution question
« on: August 01, 2016, 02:59:34 am »
10 gigs for a minute  :o, were you been using fraps? I'm sure it records uncompressed videos- not sure what codec it uses. youtube uses MP4-H264-AAC codec (that's why we can watch every new uploads on all devices), and I guess it 'killed' the quality during conversion, that happened also to my animations while I've been recording them into AVI format within Anim8or. I've been installing k-lite codec pack and tried to render videos in many codecs but that didn't help much- video's quality were always degraded on YT.
 Finally, after experimenting with a lot of software I've started rendering in PNG pictures and connect them into video with Blender. That way I do slow renders of scenes with Anim8or only once, and can experiment with video editing with Blender (I find Blender very complicated and slow for simple 3D animation and I don't use it for that- it gave me a lot of headache).

 I've noticed something interesting with Blender- it also saves images at 72ppi by default and that value can't be changed, it has that same value within various picture formats. Having 254ppi in BMP format Anim8or is superior when you render BMP image but I guess the difference should be only visible on printers and ultra HD monitors.
72ppi is the optimal value which works great for pixel density of average computer monitors. I don't have ultra HD monitor so can't tell the difference, but if someone does I'd like to hear that, just render some image in 4K resolution with anti anti-aliasing and save them in BMP and PNG format for comparison.
 

39
General Anim8or Forum / Re: render resolution question
« on: July 31, 2016, 01:52:55 am »
It would be great if Animator saves images in 300ppi by default, that way the quality of rendered pictures be perfect.

Youtube seems to be making some readjustments after I upload video rendered within Anim8or which looks crystal clear on computer, but it always lose a lot of quality in YT. That never happens when I render animation in png pictures and connect those pictures into video with some other program. Maybe that's also related to unusual ppi values. 

40
General Anim8or Forum / Re: render resolution question
« on: July 28, 2016, 04:24:31 am »
a very informative chat  :o

1. it's the latest development release of Anim8or - build 1234, it has the option for png.

2. it seems that Anim8or has some unusual values of ppi (dpi is printer resolution), png and jpg saved format gives only 72ppi, bmp has fixed 254ppi quality and that cannot be changed in any way within Anim8or. But, as Selden said you can use Irfanview or Faststone to just open and re-save image(without changing anything) and it would fix it to a 300ppi- Faststone works that way. I think that it doesn't decrease any quality as long as you don't use jpg format



41
General Anim8or Forum / Re: render resolution question
« on: July 27, 2016, 10:01:44 pm »
Anim8or has a limit of maximum 4096x4096pixels per picture with default 300x300 DPI so that shouldn't be an issue. 
Just be sure to save image as .png file with 100% quality, not as the default .bmp- maybe that makes the problem.

see attached example, can you use it properly as you said?

42
Ongoing Anim8or Development / Re: IK tool
« on: July 24, 2016, 12:16:23 pm »
Good luck  :)

43
Ongoing Anim8or Development / Re: IK tool
« on: July 24, 2016, 02:04:09 am »
I like the new IK tool, but it works good only on bones and just partially on objects.
I've added the object to a skeleton and after skinning only the bone to which object is firstly added is affected with IK tool. However, 'standard' bone rotation works as it should.

44
Anim8or v0.98 Discussion Forum / Re: Feature Request Thread
« on: July 20, 2016, 03:14:13 am »
Hello,
maybe I'm boring with my question but yet again will the ''bone targeting'' be ever possible in Anim8or?
I think that's the only thing which separate Anim8or from professional 3D software.

The current way doesn't allow good animation of realistic scenes with natural movements, whenever I move some parent bones they are followed with child bones, after I correct the position of them the result is usually annoying 'jerky' movement of child bones. Locking the selected bones in their xyz world position would make the movements fluid and very realistic.

45
It's much easier to animate the object with new color pattern in figure mode. Thanks Mr.Steve

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