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Messages - thecolclough

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61
Anim8or v1.0 Discussion Forum / Re: Frame miss behaves in 2 views?
« on: December 09, 2017, 06:40:37 pm »
Should it just frame the view in focus?
i'm not sure how steve intended it to behave, but i'd certainly prefer it if this was how it worked.

Should frame have any affect in a camera view?
i'd say no, it shouldn't.  since the camera's field of view is supposed to be determined by its position, orientation and FOV settings, there shouldn't be any other way to affect what it shows, especially not something like the 'frame' command which can have such wildly variable results depending what's in the scene.

62
General Anim8or Forum / Re: Anim8or workspace and 3d space too little
« on: December 08, 2017, 10:02:28 am »
Steve - when Fefe mentioned enabling the depth channel, i think he's talking about the option to output the depth channel as a separate render, which is available for stills but not for movies (per the attached screenshot).  i've wondered about this discrepancy before too.

63
ASL Scripts / Re: Focus control on the camera
« on: November 12, 2017, 06:05:13 pm »
unfortunately anim8or doesn't support focal depth at the moment.

you can simulate it by doing multiple render passes for different elements and then applying artificial focal blur when you recombine the renders in GIMP or Photoshop or similar (i think there's a tutorial floating around somewhere), but it's a fiddly process, especially if you're trying to do video.

64
Finished Works and Works in Progress / Re: 4K logo overhaul
« on: November 04, 2017, 09:34:07 am »
server doesn't seem to want to let me upload the stills from the finished logo in 4K after all that, so here are some 2K versions instead :P

65
Finished Works and Works in Progress / Re: 4K logo overhaul
« on: November 02, 2017, 07:49:44 pm »
...apparently i can't upload any more pics at the moment, so i'll have to come back and upload the stills from the finished logo vid tomorrow or something...

66
Finished Works and Works in Progress / Re: 4K logo overhaul
« on: November 02, 2017, 07:41:47 pm »
i just realised something... clever clogs here basically forgot i had this thread open, and never posted any images from my new main logo.  duh.  well, better late than never, i guess...

i went off up a creative dead end at first, trying and failing to design something clockwork-looking, which resulted in the horrible cluttered mess you can see in the image below.

the final draft has a bunch of floating segments which circle around and gradually fit together into a complete ring with the text in front - the server won't let me post with all of the attachments at once, so the finished stills will have to follow on another post.  stay tuned.

the video runs 10 seconds in total (although i often use a cut-down version on shorter projects), and was rendered as a PNG sequence using Scanline in v1.0 Beta 2 - if i remember correctly - over the course of... well, quite a few hours ;D

67
Finished Works and Works in Progress / Re: Swobu
« on: October 31, 2017, 08:13:37 pm »
The cans are seperate objects and when I moved them at the frame where
The action happens, they sort of started moving in the starting frames.

I thought I had made a keyframe when the action happens to make sure they would start moving there, but I had to do a clumsy job of moving them into their place where they werent supposed to move. Thats why they move a little before he hits them.
whenever you start keying an element's position or orientation, another key is automatically added at frame 0.  sometimes this is useful, and sometimes it isn't.  in this case, that extra key is what's causing your unwanted movement (i sort of understand the reasons why it does that, but it's a bit complicated; Steve could explain better).  if you want the element to stay still at the beginning of the scene, you can do that by deleting the auto-added key at frame 0; the program will then keep the element at the position (or orientation, or whatever) specified by the first key it can find, even if that key doesn't appear until hundreds of frames later.

nice video overall though - looks like your animation career is off to a good start :)

68
Anim8or v1.0 Discussion Forum / Re: V1.0b small material bug
« on: October 24, 2017, 12:58:59 pm »
Copy and paste materials can be done via edit menu
huh, there go my powers of observation again :P
thanks for the tip :D

69
Anim8or v1.0 Discussion Forum / Re: V1.0b small material bug
« on: October 23, 2017, 06:08:09 pm »
sorta-related issue: i've often made a local material by mistake when i actually wanted a global (because the materials panel defaults to local view on startup) and then had to scrap it and remake it as a global.  for incidents like that, it'd be great if local materials could have a 'convert to global' button that moves them onto the global list.

being able to copy and paste local materials would be nice as well (unless that's already doable somehow and i've just missed it?)

70
Ongoing Anim8or Development / Re: Experimential Track Ball for Arc Rotate
« on: October 21, 2017, 04:37:56 pm »
am i missing something, or is it no longer possible to rotate multiple axes at once?  i like being able to rotate multiple axes.

i can see how the separate-axis controls could be useful in some contexts, but if we're going to go with the trackball model then please could we have an extra widget added to it that allows multi-axis behaviour in line with the original tool?

71
you're welcome =]

72
Was the path changed or is it a bug? ???
the menu path changed in the development builds leading up to v1.0, so the manual might now be out of date.  settings for each object are now accessed through Object > Properties, and so on for the other modes.  Scene > Properties gives you access to the Environment and Movie Image controls too :)

73
Anim8or Challenges / Re: Challenge suggestions.
« on: October 09, 2017, 01:48:52 pm »
Challenge idea... community animation project?
that sort of project seems to have worked well for Blender, both as a showcase of the program's abilities and as a motive to improve specific areas of the software, so there's certainly a lot of merit in the idea of us trying the same trick.  obviously we'd have to be careful with the scripting and design, so that the things we're trying to do will play to anim8or's strengths and not fall foul of its... shall we say its less-polished aspects.  no furry characters, for example!

personally, i haven't really done any cgi filmmaking in years (mostly been doing stopmotion instead), and i've got to say i've missed it, but a major reason i haven't really been doing it is that my cgi character modelling is dodgy and my rigging outright stinks.  a community project would be great, if someone else was building and rigging characters and i could step in at the animation stage!  :)

74
General Anim8or Forum / Re: Rendering faster without preview
« on: October 07, 2017, 09:05:51 am »
Thats why its better to render a movie as a series of images ...
i only got into this habit relatively recently, but i can vouch that it's a good one.  also, if you go the separate-frames route, then you can use PNG instead of BMP to save a lot of disk space without any noticeable drop in image quality.

75
yep, this change is desperately needed.  where's that 'vote up' button when you need it?

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