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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 - AlecJames

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1
Welcome to the forum scoop7

Sounds like a simple enhancement but I think Steve is busy refactoring some of the recent updates :)

2
General Anim8or Forum / Re: Arrgh! Hard Disk Crash!
« on: August 12, 2018, 11:26:44 am »
Condolences hope its not a tedious task.  Does this justify an extra trip to Italy? :)

3
Ongoing Anim8or Development / Re: New Bone Editing Tool
« on: August 09, 2018, 07:50:05 am »
I'm easy; if both functions are handled in the same tool then one is better.

4
Ongoing Anim8or Development / Re: New Bone Editing Tool
« on: August 08, 2018, 05:25:07 pm »
1. I like the new bone joints appearance. 

2. As separate tool - the 2 functions are different - one moves all the downstream bones the other just moves the joint?

3. While not related to this change but bone related - In the figure if I set the bone X no limits=unchecked; limits min 0 def 45 max 90.  Then in sequence editor move the bone around a bit, then double click it to get the properties and then click OK, I get "invalid angle: out of range: 0 to 0".  To be honest I can't remember what I was trying to do when I came across this.  Maybe I was trying to set joint angle to a specific value?

5
Anim8or v1.0 Discussion Forum / Re: Custom Rotating
« on: August 03, 2018, 09:54:59 am »
Hi Dorothy
I think this is a know issue and it has been fixed in build v1.0b 1298+

I'm using build 1330 in which it works OK, see this thread http://www.anim8or.com/smf/index.php/topic,5667.0.html


6
Anim8or v1.0 Discussion Forum / Re: Custom Rotating
« on: August 02, 2018, 01:54:58 pm »
What are you rotating / what values are you putting into the custom rotate?

7
Anim8or v1.0 Discussion Forum / Re: lighting in new 1.0 version
« on: July 31, 2018, 06:43:34 pm »
Welcome to the forum :)

Scene->Properties->Global Lighting

8
ASL Scripts / Re: change object color in scene
« on: July 30, 2018, 04:21:04 pm »
If you use Raxx's script that I linked and you animate the transparency texture, you can do it.  But I would use the 10 objects approach unless you want some clever effect that the script will allow. 
Raxx's script can take some fiddling to get it setup right, try the tutorials, once you get it working its quite straight forward but you need to understand how it works so you can fix it when it doesn't.

It doesn't take so long.
Get tea.
Copy and paste the 10 objects and adjust the transparency of each one.
Add them to the scene and for the first one add visibility keys for each of 10 frames.
Edit the animator.an8 file to increase keys to 20,  duplicate the keys for all 10 objects and adjust the visibility keys for the animation.  (fade out / fade in)
Back in anim8or copy and paste the fade out/ in keys to make the completed scene.
Check tea hasn't gone cold.

But you could lose you project if you make a mistake so do it in a test project, then when you know it's correct import the scene into your live project. back it up first of course :)

9
ASL Scripts / Re: change object color in scene
« on: July 30, 2018, 11:07:33 am »
Like this?


10
ASL Scripts / Re: change object color in scene
« on: July 30, 2018, 10:19:20 am »
I can think of 2 solutions:

(1)  2 objects, one red one green, switch objects using the visibility keys.  It's an abrupt change but if you are compiling your video in a post processing editor, add 12 frames either side of the switch and use a cross fade transition.

(2) Raxx's animated textures using controller scripts http://www.anim8or.com/smf/index.php/topic,5333.0.html will let you do it all in anim8or.  You will need a uv map of your object for each frame of the transition.

I would use 1 for speed.  I would use 2 if I wanted to do something a bit more clever in the transition - i.e. more than a cross fade, flickering, sweep from head to toe, etc.

You could extend (1) by using 12+ objects over 12+ frames - a bit fiddly but doable.


11
Ongoing Anim8or Development / Re: Multi-Threaded Rendering
« on: July 20, 2018, 07:40:40 pm »
Trevor - what does it mean "has corona as close to Z-Near as possible"?

12
Ongoing Anim8or Development / Re: Multi-Threaded Rendering
« on: July 16, 2018, 02:42:17 pm »
Steve: these are not problems for me but I noticed recently and while you are in ART-

#096-014 - ART Renders Don't Show Panaroma Backgrounds

I think there is also an issue with image background.

A second camera does not show the panorama in the work space or rendered view.

13
Ongoing Anim8or Development / Re: Multi-Threaded Rendering
« on: July 13, 2018, 06:32:37 pm »
Steve: When I saw Raxx had said "Quad core, 8 threads", I wondered why because I always thought that I could have 1000s threads running on as many CPU cores that I saw in the task manager performance tab.   Why 8 threads?

I found that CPU threads relates to hyper threading where a single CPU core uses 2 (hyper) threads to create 2 virtual cores. They context switch when one thread is idle waiting on some resource.  I guess you don't get 2x performance but its better that 1x.  (I found a really good description this morning but can't find it now :( )

Since there are virtual cores they appear in task manager as separate cores (so I though I had 8 cores but I've got 4 x 2 hyper-threaded cores).  I must have seen the "hyperthreading" term loads of times over the years and just assumed it was some marketing term :)



14
Ongoing Anim8or Development / Re: Multi-Threaded Rendering
« on: July 13, 2018, 12:30:17 pm »
I don't know my threads from my cores  :-[  :)

15
Ongoing Anim8or Development / Re: Multi-Threaded Rendering
« on: July 11, 2018, 09:21:30 pm »
I ran some rough tests, ChunkSize vs frames rendered in 1 min:

ChunkSize : Render speed
Not set    5.5 frames per min
16   5 frames per min
32   1.9 frames per min
64   3.5 frames per min
128   7 frames per min
256   12.6 frames per min
384   18.5
448   18
512   21.5 frames per min
640   20
768   19.5
1024   15 frames per min
4096   9.5

Hope it helps :)

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