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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 - thecolclough

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766
i hope your cpu doesn't walk out on you, ensoniq, but it does sound like you're tempting fate there...  :o

- colclough

767
General Anim8or Forum / Re: Futuristic Textures
« on: April 01, 2008, 08:54:38 am »
hey
i haven't got any sites to reccommend, but i just wanted to point out that for a lot of contexts, especially architectural, a 'futuristic' look can probably be acheived with some fairly simple geometric designs.  if you're making a futuristic building, and you want a texture for the floor or the walls, then you can probably make something that'll do the job just fine, quite quickly in Microsoft Paint.  that's what i usually do any time i need a texture for a building.

of course, if you've got photoshop or something, then that's even better  ;D

on the subject of making textures - i've noticed that anim8or's texture engine will downscale any imported image to the nearest binary power (2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048, etc etc), so if you use these numbers as your picture dimensions, then when you import them to anim8or, they will already be a binary-power size which the texture engine will like, so they won't get pixels left out, and they'll look their best on the models.  personally, if i want a large square texture, i tend to go for 1024x1024, unless it's to cover a really, really huge area, in which case i use 2048x2048.

- colclough

768
that's totally bizarre, but i love it :D  i agree with dosser that the water/grass combo works really well.

just wondering, could we see the background fractal on its own?  and what program did you use to make it?  i've been curious about making fractals, but i don't want to start spending money on it, so if you're using something that's freeware, then could you send the link?  thx :)

- colclough

769
Finished Works and Works in Progress / Re: The happy knight
« on: April 01, 2008, 08:28:43 am »
that was an eagle-eyed observation, ensoniq!  i didn't notice a thing until you pointed it out...

- colclough

770
Anim8or v0.98 Discussion Forum / Re: A Not so recent bug.
« on: April 01, 2008, 08:25:29 am »
yeah, i thought anim8or was probably only using one core.  i've found the working views are now much better (e.g. i can have a much more complex scene now, and it'll still play back at full speed, whereas the old machine would drop to just a few fps, and i can turn on the shader preview thingies), which i guess is down to the graphics card, but renders still seem to take a while, which is sort of what i meant in my last post about anim8or not having sped up much.  yes, i know my last post sort of seems to contradict my signature, but that's why - animation *is* more fun, but the renders still take time.

*well, got that explanation off my chest*

- colclough

771
General Anim8or Forum / Re: Add faces; I need held please.
« on: March 31, 2008, 10:00:54 pm »
hey, hihosilver, that's a good, concise explanation.  however, shouldn't that last sentence say, "the two orange faces are already connected to the green edge..."?

- colclough

772
Finished Works and Works in Progress / Re: The happy knight
« on: March 31, 2008, 09:50:54 pm »
now that's a nice sword!  i agree that the simplicity of the helmet is quite nice too.

and 3333 is such a conveniently tidy number, isn't it?  i love those sorts of coincidences.   8)

- colclough

773
Anim8or v0.98 Discussion Forum / Re: A Not so recent bug.
« on: March 31, 2008, 09:46:34 pm »
talking of multithreading, i'm curious about that... i recently upgraded from a decrepit pentium 4 win98se machine to a new quad-core xp pro one, which is supposed to have 10x the processing power of the older box, but although anim8or did get a bit better, it certainly hasn't had a 10x increase in rendering speeds.  i was wondering, is this because anim8or is unable to utilise the multi-core architecture at the moment?  i don't know much about how multi-threading and all that actually works, but if multi-threading is necessary to take advantage of a multi-core processor, then i guess that sort of answers my question, doesn't it...

also, how easy would it be to produce a 64-bit edition, and how much of an advantage would that confer?  my new pc has an x64 processor, and the x64 edition of windows xp.  just curious really, because my video editor sped up noticeably on the new computer, but my favourite 3-d animation software didn't much...  :P

- colclough

774
Anim8or v0.98 Discussion Forum / Re: Lip Sync
« on: March 31, 2008, 09:33:56 pm »
i'm not sure exactly what spicy was thinking, but he's given me an idea here - how about the ability to play back another video within anim8or's scene mode, with the playback set up in such a way that you can play, or step forwards or backwards, in both the anim8or scene and the other video simultaneously?  i.e. you advance one frame in the anim8or timeline, and the video also advances one frame, etc etc.  that could be helpful for loads of stuff, because you'd then have an easy way to match your animation (e.g. lip movements, or even some types of physics simulation) to a live-action reference.  from what i've seen on behind-the-scenes documentaries, it looks like the pros (e.g. at pixar) do that sort of thing all the time.

- colclough

775
Anim8or v0.98 Discussion Forum / Re: Packaging and Sending
« on: March 31, 2008, 09:24:23 pm »
i love both of these ideas!  although, i would put the 'package' command in the 'file' menu, rather than the 'render' one.  that's my only crit :)

- colclough

776
i only discovered the joys of the PNG format quite recently, but i really like it now.  i'll jump on the bandwagon and join in the request for PNG implementation in anim8or.  *jumps*

- colclough

777
Quote from: gzs
3) Why not allow a uniform scaling factor attribute, like rotation? not asking so much, it would be very nice if this attribute had a controller for animations...
This is already possible! Go to scene mode, enable the animation button (the green key) and use the scale tool... Create as many key frames as you need or make up a controller script ;D

ah, yes, but it'd be nice to have the controls included in the element's main properties dialogue, the same as the location and orientation controls are, wouldn't it.  conversely, it'd also be nice to have orientation controls in the properties dialogue for components in object mode.  ;D

- colclough

778
General Anim8or Forum / Re: Reflective floor texture help
« on: March 31, 2008, 08:46:32 pm »
i'll second kubajzz.  put 'reflective' in the 'specular' slot.

779
General Anim8or Forum / Re: Error making AVI frame
« on: March 31, 2008, 10:33:20 am »
I made this a while ago

interesting list, thx for posting that, tanzim.  seems like a lot of the codecs threw out errors - were those tests done with a widescreen ratio, or were they just default 4:3?  if the former, then it would sort of make sense, as there are several widescreen-intolerant codecs out there, but if that was tested in 4:3, then it seems to imply a much deeper problem, i think... :P

- colclough

780
Finished Works and Works in Progress / i got no guts...
« on: March 31, 2008, 10:25:58 am »
hi all
i'm working on a short movie in anim8or, going to be about 6 minutes long, and it has some scenes of a medical nature.  i've already built all the sets and characters, and some of the props, and i've animated more than half of the film, but i still need one more set of models, which is a selection of innards, for a scene in an operating theatre.  i need 5 pieces, including a beating heart, and i'm not really sure how to go about making that sort of stuff.  i usually do geometric stuff...  :P

i was wondering, has anyone else out there modelled internal organs and might be willing to share them, or does anyone know where i might be able to find some, or if not, then is there anyone who's good at modelling organic stuff and would be willing to make them, or offer me some advice on how to do it?

i don't need them to be photorealistic, as the film has a rather stylised, geometric look, but they still need to be organic-ish, and recognisable as body bits rather than abstract reddish-purple blocks / blobs.

i guess it's a bit off-the-beaten-track and all, but if anyone can help on this, it would be much appreciated.  you'd get a mention in the end credits, of course  :)

thanks in advance!

- colclough

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