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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
Finished Works and Works in Progress / Re: Fireplace front
« on: April 02, 2008, 06:57:22 pm »
i saw some of your other elements a while back, and i was already thinking that this is going to be an absolutely stunning scene when you've finished - this just confirms what i was thinking!  excellent work!

- colclough

767
General Anim8or Forum / Re: movie
« on: April 02, 2008, 06:47:24 pm »
i'm currently trying to teach a friend the rudiments of anim8or - he's not doing too badly, but he seems to keep forgetting where the 'mode' menu is.  it's quite important, as that's how you get to 'the movie part of the program', aka. 'scene mode'.  In the top menu bar, click 'Mode' (on the left, next to 'Edit'), and select 'Scene' - that'll take you to the bit where you can make stuff move.  Once you're in there, you can add an object or figure to the scene by going to 'Build' (about half-way along the top menu bar), and selecting 'Add Object' or 'Add Figure'.  obviously, that only works if you've already built some objects and/or figures!

i won't write a ton about animating scenes here, as there are plenty of tutorials out there that explain all that, but once you've got your scene finished, you can save a video file of it by first making sure you're looking at it from the right view (usually you want to be in Camera view), then going to the 'Render' menu, and choosing 'Render Movie'.  that'll bring up a dialog which lets you set up your video (eg. file name, frame size, and stuff like that), then when you 'OK' that, it'll give you a list of codecs.  the default is 'Uncompressed', which will take up lots of hard disk space, but give you maximum image quality.  If you want a smaller file size, you might want to have a look at other codecs.  once you 'OK' your choice of codec, you can then sit back and watch at your leisure, while anim8or renders your scene into a finished video clip, which can then be played back in Windows Media Player (or whatever), and/or put into a video editing program (if you've got Windows XP, then Microsoft Movie Maker should have come with your pc, it's not great, but it'll do the job if you haven't got another one).

hope that helps  :)

- colclough

768
General Anim8or Forum / Re: How do I create bump & trans maps?
« on: April 01, 2008, 06:51:04 pm »
it probably looks blurred because the texture isn't high-res enough.  it works in principle, but i suspect it'll look more in-focus if you have a higher-res photo.

- colclough

769
i hope your cpu doesn't walk out on you, ensoniq, but it does sound like you're tempting fate there...  :o

- colclough

770
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

771
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

772
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

773
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

774
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

775
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

776
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

777
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

778
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

779
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

780
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

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