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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 - $imon

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46
Last Update








Introducing.. the Bunny & Squirrel Garden Adventure!

Together, Raxx and I will create the characters, environment and animation.

More information on the story is yet to come. Just because we don't know yet either!  ;D

The idea came about because we want to try out Raxx' PHUR plugin.


I'll be making the Bunny, Raxx the Squirrel. I'll kick it off here with a WIP on the bunny without fur. Because the fur will cover him up I'm not too worried about the small details on the body and the feet.

Bunny update 1

47
ASL Scripts / Re: RIBRobin Toolkit
« on: March 31, 2013, 08:48:04 pm »
Raxx - that is probably it, because there are a few materials involved.

The texture issue i was talking about is very probably a tiling issue - aka there is no tiling, only a single instance is shown, and the edges of the texture seem to stretch out to the rest of the object. You're probably well aware of that though ;)

Now I'm having trouble getting the shadows to work - probably a user error again though. We'll see!

BTW - love the 32 bit images , thanks :)


edit- I was right, as usually is the case with your work, the error is mostly with me haha. I had scanline and distant light, so I read your documentation again , changed it to raytrace and the shadows do work now!
See attachment, 36 samples is enough for smooth blur results

48
ASL Scripts / Re: RIBRobin Toolkit
« on: March 31, 2013, 08:14:07 pm »
I'm having some trouble with this update as well, Raxx. I had a model consiting of 40 odd pieces together, exporting this worked partially - the z axis location is off for some of the objects (some went through the floor, others were placed too high.

So I tried joining solids before exporting , but I got the same as kreator - anim8or would freeze up while exporting.

Also, the texture coordinates didn't transfer too well as far as i could tell.


Maybe I'm trying scenes that are a bit too complicated for now - ill stick to some smaller scenes maybe that will work.

Great update feature wise though, congrats!

edit - The weird placement was very probably because of the objects being grouped in anim8or while exporting, I ungrouped it all and the placement seems fine now when rendering. The textures are still not showing up correctly though..

49
ASL Scripts / Re: RIBRobin Toolkit
« on: March 26, 2013, 01:37:03 pm »
Nice, Raxx! The new additions seem to be working fine! IT almost is usable as a renderer.. maybe if shadows would work it could start to rival the internal Anim8or renderer.

A few questions about the progress:

- poly material; right now it seems only possible for an object to have one material applied to it: i tried to have polies on an object have a different material, but the whole object changed material. This is not really a priority item since you can use texture maps to define colors on different parts of a model - also if it is a completely different material, it usually is a different object as well. So just a note but no need to act on this.

- texture loading; maybe you can speed up the process by checking if the texture has already been converted, so that this conversion does not have to happen again if you render something twice (checking file name or something), thus increasing render times.

- 'smooth angles' - like they are called in Anim8or - seem to be set at 180 by default.


I'm sure youre well aware of all of this - your progress is very meticulous so far. Can't wait to see some 'advanced' features implemented!

50
ASL Scripts / Re: RIBRobin
« on: March 18, 2013, 03:53:12 pm »
That's pretty cool, Raxx!

I tried it out with 3Delight on an old chair model and the result is pretty decent (see attachment). Except as you stated, the AO is a bit messed up on the seat (where there are a lot of poly edges together).

It rendered out a nice tif file with transparent background.

I think the prospect are pretty cool for this if you see the sample images made in combination with other programs.


A difficulty I had now: guessing what will and won't be in the camera's FOV. Not much I guess you can do about that, some trial and error solves it quickly.

I hope that you can keep expanding this - it could be a great asset to Anim8or!

51
General Anim8or Forum / Re: HQ icon
« on: March 18, 2013, 02:55:22 pm »
Thanks Mills,

haha I think you might be correct! But a toenail is not really uh interesting to look at, so I guess I'll just have to leave it out than ;)

52
General Anim8or Forum / Re: Anim8or and Windows 8
« on: March 18, 2013, 02:54:01 pm »
ClassicTyler:

To keep your start screen a bit tidy, I've made a higher quality Anim8or icon to use for the windows 8 Anim8or 'tile':

http://www.anim8or.com/smf/index.php?topic=4515.0

You can use a program called Oblytile (http://oblytile.en.softonic.com/) to customize your start screen tiles.

53
General Anim8or Forum / Re: Anim8or and other rendering programs
« on: March 14, 2013, 07:47:01 pm »
You can use any program that can import .obj files (which is just about every 3d program out there) and use their renderer. This can be either paid (3ds Max, C4D, Zbrush, whatever), or free (mostly Blender).

If you're just looking for a 'renderer' without the program around it, have a look at this list of free standalone renderers, there should be some usable ones in there:
http://www.independentdeveloper.com/archive/2007/10/17/free_standalone_rendering_soft

54
General Anim8or Forum / HQ icon
« on: March 05, 2013, 04:29:59 pm »
Hey all,

I'm not sure if this has been done before - either way I'm posting it for others to use.

Since the icons in Windows are getting bigger, the Anim8or icon looks very pixelated on the desktop or windows 8 start screen.

I made a vector version of the logo to use as a custom icon. I had to interpret a bit since the small version does not have many details.

old + new version (win8 tiles):


I included an adobe illustrator file for others to use - I probably missed some things (like te black line left of the foot, what is that?) so Please download it and improve it!

I hope itll be useful for some people - especially to keep the win8 start screen a bit pretty.

55
General Anim8or Forum / Re: Anim8or and Windows 8
« on: March 05, 2013, 03:27:26 pm »
Not much - just some security and sharing differences: http://windows.microsoft.com/en-za/windows/compare

It should run just fine on the regular Windows 8!

56
General Anim8or Forum / Re: Anim8or and Windows 8
« on: March 01, 2013, 09:22:45 am »
Anim8or runs fine on Windows 8 Pro here, without changing any compatibility settings..

That's not to say anyone else might not have issues with it of course.

57
General Anim8or Forum / Re: WebGL gfx cards White/blacklist
« on: January 19, 2013, 11:46:02 am »
works good:

NVIDIA Geforce GT 610
Windows 8
latest Chrome browser

58
General Anim8or Forum / Re: Team
« on: June 02, 2012, 10:17:14 pm »
Hey Raxx,

I remember the last attempt of course! I even got a model and a half finished for that.. A frog or something?
It's at the very least a good way to stay active with 3d, since there is a goal to work for. I hope your initiative will hold longer this time around!

59
General Anim8or Forum / Re: Need better rendering quality...
« on: April 14, 2012, 12:50:23 pm »
For uploading to youtube:
- render your animation at 1280x720 for 720p, 1920x1080 for 1080p HD
- to keep the quality render them out as a sequence of .bmp files instead of an .avi file
- download virtualdub for basic video editing/compressing
- use a x264 encoding codec to compress your video (
)
- upload to youtube
- do make sure the initial render output from Anim8or has enough AA as well.

60
General Anim8or Forum / Re: Free offer to print your model!
« on: March 26, 2012, 07:14:05 am »
Haha that's fine Raxx, a minor detail that doesn't really matter. Looking great though :) I like the small details on the back there.

It's amazing to see it come together in the timelapses too!

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