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Messages - thecolclough

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46
Anim8or v1.0 Discussion Forum / Re: texture tiling edge issue
« on: January 25, 2019, 06:39:19 pm »
they started life as separate pieces, but i've merged the solids and then merged the points.  if i made one mesh and then tried to UV the various textures onto it, then i wouldn't know how to align them precisely enough.  texturing isn't my strongest suit :P

47
Anim8or v1.0 Discussion Forum / texture tiling edge issue
« on: January 25, 2019, 01:43:18 pm »
i'm working on a few clips of maps as inserts for someone else's documentary project, and trying to use anim8or to let me do a camera move pushing into the map.  to allow for UHD renders, i've had to make the map very high resolution (about 13k x 8.5k pixels!).

anim8or seems to limit texture sizes to 4096 x 4096, so i've had to split up my map into several tiles.  however, despite all the tiles being exactly the right sizes so that there shouldn't be any gaps between them (200 units square, with 200-unit difference in their placement), you can still see grey hairlines in the render where they meet.

i'm using the latest stable release (dated 29 may 2017), with scanline - ART crashes whenever i try to render the scene.

i can't remember if the latest dev builds support higher-res textures, and if not then i'd appreciate any help on eliminating these hairlines because they're a bit of a deal-breaker at present.

sample frame attached - you'll need to expand it to see the problem.

thanks in advance :)

48
General Anim8or Forum / Re: Animating Bees wing movements
« on: November 19, 2018, 05:35:33 pm »
you're welcome =]
i'll look forward to seeing the finished article!

49
General Anim8or Forum / Re: Animating Bees wing movements
« on: November 16, 2018, 07:02:55 pm »
two things...

1) have you tried applying motion blur to the texture rather than the render?  it's a bit of a bodge, and you might need to swap between two different versions of your bee model (one with normal wings and one with blurred) depending whether it's still or in flight, but it might be worth a shot.

2) don't know if you're already doing this, but maybe try rotating the wings as well as moving up and down - the first result on this search page illustrates the pattern: https://www.google.com/search?tbm=isch&source=hp&biw=1278&bih=1296&ei=uVnvW9mHBcWMsAHR_4LQDQ&q=bee+wing+movement&oq=bee+wing+move&gs_l=img.3.0.0.1467.7055..8240...7.0..0.152.1534.18j3......2....1..gws-wiz-img.....0..0i8i30.RzCR3fsiobA#imgrc=klxSo2k6dMXcAM:

50
Anim8or v1.0 Discussion Forum / Re: render resolution limit
« on: September 04, 2018, 06:58:26 pm »
thanking you =]

51
Anim8or v1.0 Discussion Forum / render resolution limit
« on: September 04, 2018, 05:22:28 pm »
as of a few days ago, i'm running a dual-monitor setup, and i wanted to try and create a wide-angle render to use as a wallpaper that can split across the two screens.  unfortunately i haven't got far because current Anim8or releases limit the render resolution to 4096 pixels in each direction, whereas my screens have a combined resolution of 5120 x 1440.

so... once you've finished recovering from your hdd crash, steve, don't suppose you could look into bumping the limit up a bit?

unless it's already possible to change that setting, in which case can somebody point me to the relevant dialogue?

52
Ongoing Anim8or Development / Re: Multi-Threaded Rendering
« on: July 15, 2018, 05:23:19 pm »
well, this is all rather exciting!  unfortunately i'm in the middle of a really hectic fortnight (and away from home for most of it) so i can't test this update straight away, but i'll give it a spin as soon as i'm able

53
there's also a master switch buried in the menus... in v1.0 you go View > Preferences, which brings up a dialogue, and then in the File Output box at the bottom there's a checkbox marked 'Shadows' - make sure that's set to on.  i think it's the same path if you're using an earlier version.

not really sure why that File Output stuff is under the View menu and not the Render one.

54
General Anim8or Forum / Re: Looping Animation
« on: March 14, 2018, 08:01:14 pm »
Yes, I'm working towards a 64-bit version.

most excellent =]

55
General Anim8or Forum / Re: Looping Animation
« on: March 14, 2018, 01:37:26 pm »
A long term goal is to remove the 32-bit limit from Anim8or code.

does that mean there might be a 64-bit build one of these days?

56
good start - better than my first attempt!

57
General Anim8or Forum / Re: Cylinder dragging
« on: January 04, 2018, 05:42:11 am »
on a related note, v1.0 also adds the ability to type orientation values directly into the cylinder editor (and the same for other elements within an object), which i find enormously helpful

58
Finished Works and Works in Progress / Re: Swobu
« on: December 28, 2017, 06:52:10 am »
...something that could always be improved (especially amongst Anim8or users, as we're so caught up with making decent looking characters that we don't think about it) is the camerawork, making the camera move in a way that feels natural and stuff.
that's certainly true.  i think the camerawork in Swobu #1 works fairly well, as the movements are relatively subtle and are close to how a handheld camera could move in real life.  to be honest, i've shot live footage that had much messier movement than that!  but i've seen plenty of other CGI projects where the camera flits and floats around as if it doesn't weigh anything and isn't attached to anything, which can seriously detract from the realism of the videos.  i guess the bigger and more complex the video you're making, the more this ends up being an issue you need to be aware of.

a good-quality real-life camera will weigh at least a kilo or two, with higher-end cinema cameras clocking in at several kilos.  when you're setting up a shot, it's always good practice to think 'how heavy is my camera?  what's it attached to?  how will that let it move?'  if it's on a tripod then it can't move at all (only rotate); if it's on a dolly track then it can usually only move in a straight line; if you're going for a big swooping aerial shot then you should think about the physics of how a crane works or how a helicopter flies.  handheld shots give you all sorts of flexibility, but it's still worth stopping to think how big your virtual 'cameraman' is relative to the subject, and what s/he's having to do with their body to get the camera in position - are they crouching down, standing on tiptoes, or...?  in this video, for example, i'd guess one of two things: either the cameraman is another orc, and he's standing on a box or something to give him a bit of height relative to Swobu, or he's human and is just taller.

for more complex scenes, it's also worth reading up on things like the 180-degree rule (aka 'crossing the line') - https://en.wikipedia.org/wiki/180-degree_rule

when your main interest is in the character animation, this sort of thing can seem like a bit of a faff, or even an unwelcome distraction, but it's worth taking the effort to get your camerawork right as it adds a lot to the overall effect of your on-screen storytelling.  :)

59
ASL Scripts / Re: ASL File import?
« on: December 11, 2017, 06:35:41 pm »
I've been wanting to write svg ... importers for the object editor for a while now
that sounds useful - do keep us posted if it ever comes to fruition!

60
Anim8or v1.0 Discussion Forum / Re: Frame miss behaves in 2 views?
« on: December 11, 2017, 12:52:39 pm »
the main useful point of difference between f and F is 'all non-hidden elements' vs 'all selected elements'; i'd argue that both commands should behave the same apart from that - i.e. they should affect the same view(s).  i've been frustrated before when i wanted to frame one view and found all four changed at once, and i can't remember if i've ever actually wanted to frame all views simultaneously (although i guess others might - open question to the floor?)  so i'd vote option 2.

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