Anim8or Community

Please login or register.

Login with username, password and session length
Advanced search  


An update to Anim8or, v1.00b, is available with a few bug fixes. Get your copy HERE. See the "ReadMe" file for details.

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - AlecJames

Pages: 1 2 [3] 4 5 ... 10
General Anim8or Forum / Smooth / corner keys on the time track
« on: March 30, 2018, 12:26:34 pm »

I thought your file posted in ongoing anim8or development as an example of a hair pin on the camera path was empty but then I realised the camera is moving :)

You have 3 keys in the time track and you want the camera to move from the first to the third with the second as a corner, no looping like a hairpin as the camera moves through key 2.

(@All, please jump in and correct me if I get any part wrong.)

The camera follows a Bezier curve (or similar) path from key 1 through key 2 and on to key 3.
Key 2 is a “smooth” key.  From the manual section 8 Animation:

There are three kinds of keys: corner, smooth and step. Smooth matches the direction and speed that the value changes as it passes through the key. It is what you usually want when you are animating and is the default. Corner keys can have different incoming and outgoing speeds and directions. You would use this where a bouncing ball strikes the ground. Step keys are like corner keys but allows the value to change abruptly. You would use this to make a character suddenly change positions.

You need to double click on the middle key (2) on the time track and change its type to “corner”.  This means that when you open the graph editor you can change the speed and direction of the path through key 2.
Open the graph editor, it shows the current path taken by the camera. If the camera position controller is selected in the time track, which it will be if you’ve just changed the key type, the graph editor will open with the camera position key selected on the left and the path shown on the right.

On the left of the path is key1, middle is key2, right is key3. If you double click the middle key on the Z path, its properties will open, close the properties dialog and you will see two handles attached to the middle key. If you left click & drag these handles you can change the shape of the curved path, even make it a corner.

It that what you meant?

Can you post an example an8 file with the problem?  e.g. A single sphere in a scene with the "hairpin" you refer to?

Ongoing Anim8or Development / Re: Fast Selection
« on: March 29, 2018, 07:25:04 am »
Yes this only happens when using the OpenGL render.

I'm wrong about fast select always being on - it works fine.  (Don't know why I thought for a while that the selected items appearing in the render was related to fast select.)

Ongoing Anim8or Development / Re: Fast Selection
« on: March 28, 2018, 09:41:40 pm »
Hi Steve
I'm running 1318.  Is fast select mode on in scene mode regardless of the tool bar icon fast select state?

The problem that makes me mention this is that when the mouse cursor moves over an object the orange highlight box appears, if the highlight is present when I render, it is included in the rendered file.  If I have an object as a backdrop (covering the whole screen) it can be difficult to get to the render menu without bringing the highlight up.  It is possible, I just need to be careful.

Could you hide the highlight and deselect everything as part of render initialisation? 

Sometimes when an object is selected in object mode, the object selection box appears in the scene - not sure if this is always the case.

Finished Works and Works in Progress / Re: Nifty Robin Fanart
« on: March 28, 2018, 03:51:47 pm »
I like it :)

What is the text?

General Anim8or Forum / Re: Discord Group?
« on: March 27, 2018, 07:23:50 am »
How would the group be used?

Would it be casual visits or structured around events, e.g. demonstrations / tutorials, etc.?

I don't know what 'discord' is other than what I see by glancing at their webpage, not sure that I get it.  If you have a multiplayer game then I can see that voip and shared scene views improves the gaming experience.   How would Discord be used?

I think Anim8or can already do what you want.  A key can be step, corner or smooth. 

This next bit I need others to confirm - when a key is corner or step, it allows you to change the path in the graph editor, so with a corner key you can create literally a corner on the path but you have to make the corner in the graph editor. Simply changing the key type is not enough.

I've never got on well with graph editor, I'm going to spend some time with the manual later to try to understand why the UI does not always behave as I expect.
(Sometimes I cannot select a key to get the handles to appear - not sure why)

General Anim8or Forum / UV mapping problems
« on: March 25, 2018, 08:46:26 pm »
A problem that seems to recur and I'm not sure I understand what causes this yet.

2 symptoms -
1) In a mesh, a face looks darker than those around it; the angle between the odd one and the others are all similar
2) When I import the mesh into road kill there are extra edges and faces

It looks like I have 2 edges between 2 points and then 2 faces one on top of the other.  Sometimes when I double click a triangle face it says there are 4 edges (quads sometimes have 5 or 6 edges).

Sometimes a similar problem is caused by 2 points at the same location but I can fix that by selecting the whole mesh and merging points.

When I have the double edge problem, it's hard to find the edge that's doubled and fix it.  Is there a quick way to find / fix these edges / avoid them in the first place?
thanks A

It's looking really good :)

@ENSONIQ5 I really like that effect - we should have a "techniques" / "tips and tricks" / tutorials, etc. section on the forum.

Often when I'm trying to do something I remember a post about it but can't find it.

It's looking good :)

Your project is looking great :)

I use a Pinnacle studio video editor and I found that it's not that stable :), it crashes, a lot.  This means I can loose work or end up with corrupt work.  (to be fair, I have v15, I heard the later versions are better).  Apart from the stability, if I have a long scene - say 10 minutes, if a make a small change near the beginning, it can affect the relative timing of the tracks later in the scene - so if I've synchronised video to image overlays and  to music I can get in a complete mess, particularly if I've spent ages getting the bit at the end right and then muck it up with a change near the beginning.

To a lesser extent, I found the same thing can happen in anim8or, a change at the beginning of the scene can have unexpected affects later - because of smooth keys or by moving the initial position of objects, etc.

For me the solution is don't have long scenes.  Break everything up into lots of short scenes and then compile them in a master project.  It takes more planning but that is a good thing.  If I have a 5 minute video it may have 1 master project that compiles the results of maybe 20 studio projects in a hierarchy.  Each of these sub projects may have 1 or more anim8or scenes (for me they are often chroma keyed overlays). 

The other advantage is that if you are unhappy with a small scene it's much easier to bin it and redo from start.

Your animated scene looks like one scene, you could break it up so that for each of your captions you switch to looking at what it describes.  Your voice overlay commentaries could be linked to individual scenes.

Also you can experiment with different sequences using more than one master project, each one a different version of your production but drawing on the same assets.

It's great :) - must have taken a lot of work

Ongoing Anim8or Development / Re: Experimential Track Ball for Arc Rotate
« on: January 29, 2018, 09:22:55 pm »
Options->Debug->Use Original Arc Rotate

I haven't practised much with the new track ball, sometimes I don't hit the track ball lines so nothing happens

Anim8or v1.0 Discussion Forum / Re: Scanline render crashes
« on: January 29, 2018, 09:25:59 am »
This came about because I made one flower with a lot of detail and copied it. I don't need the detail because the flowers are so far from the camera you can't see it so I set about making a minimum face flower and copied that instead. I added the new flower (and many more) to my scene and the memory used during render is 500MB ish, well within now :)

Pages: 1 2 [3] 4 5 ... 10