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Messages - ENSONIQ5

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Awesome Steve, I'll check this out asap :)

I'm not sure of your workflow but if you are creating these objects in Anim8or there is a quicker way to get the end result.

1) Create the object with no thickness (Fig 1) and place a copy in a second Object
2) Select all faces (Fig 2)
3) In point-edit mode, select the connected extrude tool (Fig 3)
4) Pull out the faces, creating sills in the process (Fig 4)

The original object should fit perfectly inside the extruded outer object.


I agree that working on 1/4 of the mesh is a good idea, regardless of the workflow. What do you recommend as the best way to accurately split the mesh (exactly on the axes). Important to do this as exactly as possible so that are no tiny gaps when mirrored later.
Is there a way to delete every part of a mesh in a selected quadrant? ... or is the cutting tool the only way?


I would use the knife tool constrained to the grid which should cut dead on the axis centres, assuming your grid isn't too fine.  Once you've knifed the mesh just delete all points from 3 of the quadrants, leaving a single quadrant to work on.  In fact you could just cut as close as you can to the line and not bother with the grid, when you come to the merge stage and start merging points together each new merged point will be mid-way between the two points that merged to form it, and therefore dead on the axis with no gaps.  You may need to fiddle with the merge range a bit, so long as you cut pretty close to the line you should be able to use a very small merge range which will prevent merging of points that should be separate.  Note that meshes need to be joined before their points can be merged.

I can't comment on the undo function, but your workflow is not how I would do this.  I'm a bit old-school, rather than working with faces I'd be deleting lines and points in a click, delete, click, delete fashion.  I'd also be making it as easy on myself as possible, since your object is symmetrical in two dimensions I'd be splitting it through the middle in the X and Z dimensions, leaving a quarter of the model to work with.  After creating a copy I'd delete all inside lines, leaving the outer shell with sills.  On the copy I'd be deleting all sill vertex points leaving only the inner faces.  Then both models can be mirrored in X and Z, points merged and you're done.

It would be tedious but I don't think you're going to be able to avoid tedium at this stage.  To be honest it would probably just be simpler to re-build the model from scratch in two separate pieces but I don't know the project so maybe that's not feasible.

ASL Scripts / Re: Complete history of scripts posted in ASL forum .
« on: October 11, 2017, 08:40:06 am »
This is astonishing!  Brilliant work Gyperboloid :)

The ability to copy/paste or duplicate elements would be amazing.  For scenes with multiple lights that need to be identical, eg. a row of streetlights, manually setting each light's many parameters (colour, range, angle, soft shadow width etc.) in turn can be tedious and it's easy to mess up.

Just as I'm typing this, how possible would it be for 'child' elements to be spawned from a parent element with each child drawing all parameters other than location and orientation from the parent/master?  So changes to a master light's colour or max range are reflected in each child light.  Just a thought (and probably should be in the development thread).

General Anim8or Forum / Re: Old Hallway candle lighting ideas?
« on: September 27, 2017, 07:18:58 am »
Excellent work, this looks great!  To be honest I think the light variance looks pretty correct, based on the action of flames themselves, and the candle flames and wicks are really excellent with a very realistic appearance.  The main things I'd be looking at relate to scale, the candles and flames are very large relative to the bat and the (seriously creepy!) approaching figure.  Great job on animating the figure's robe by the way, very nice indeed!

Also, while it would negatively affect rendering speed, softening the shadows cast by the lights would help to get rid of those hard-edged, dark circular shadows on the floor under each candle.  They can also be reduced by ensuring the max range of each light overlaps each other, so the shadows are partially cancelled by illumination from each adjacent light.

Finally, higher resolution textures for the walls and floor/ceiling would improve overall 'realism', and adding a bump map would also make the walls look less flat.  Just dropping the same texture into the bump channel and setting the value to, say, 60 would work quite well without needing to develop a separate map.  If there's already a bump map in place perhaps increase the bump value, turn up the specular value and reduce roughness which should improve how the lights interact with the map.

Well done on this, very impressive!

General Anim8or Forum / Re: Old Hallway candle lighting ideas?
« on: September 25, 2017, 02:18:18 pm »
Light cones & glow spheres are difficult to get right in Anim8or, I have tried many different techniques and never really been happy with any.  A method I tried ages ago was to encase the camera in a reversed-normals sphere with the front-facing hemisphere transparent/reflective and the rear half glossy reflective (scattered reflection), kinda like an eyeball with a reflective retina.  In theory this should work, the scene is reflected in a diffuse way in the retina projecting a secondary reflection on the inside of the clear front half.  In practice, as you increase the reflectivity of the clear front part its transparency drops proportionally, so the glossy reflection diminishes and there's no 'sweet spot' where bright parts of the scene are reflected in the back of the lens in a diffuse way (also the scene darkens since you're looking through a lens that's less than 100% transparent).

Another option is to position spot lights at each local light source set to be always facing the camera, with a similar 'retina/lens' object setup as above.  The problem is that spot lights project a cone of light, so the more distant lights end up with a larger light sphere than closer lights, which is reverse to reality.

Unfortunately Anim8or doesn't support translucency where an object can be 'rear lit', which might have been a solution.  I'd be very keen to see how you go with this and if you can develop something that works and looks fairly realistic.  This was my test scene for trying different lighting setups, drawn from an old project that never went anywhere.  Seems to be a popular theme :)

General Anim8or Forum / Re: Old Hallway candle lighting ideas?
« on: September 21, 2017, 09:10:01 am »
Best guess is something weird with the material, ie. not enough difference between Ambient and Diffuse, too low Specular or global Ambient level too high.  Maybe upload the an8 file so we can take a look.

General Anim8or Forum / Re: Old Hallway candle lighting ideas?
« on: September 21, 2017, 12:57:10 am »
Local lights emit light in all directions, as opposed to spot lights that can only emit into a hemisphere at maximum.  Lights of this type should illuminate the walls, if no illumination is apparent it may be due to the normals being incorrectly aligned on the walls (if so, flip them) or something to do with the walls' material.

Regarding the radius settings, effectively the light will illuminate anything within the Inner Radius 100%, and anything outside the Outer Radius 0%.  So something that falls half way between the inner and outer radii will be illuminated 50%.  Depending on the scale of your model you may need to adjust these settings to get the result you're looking for.

Glow spheres are a bit trickier, especially if you are rendering with ART which always casts 100% shadows*. A sphere around the flame will effectively block any light inside it from illuminating anything using ART, if you are using Scanline you can set the spheres to not cast shadows.  An alternate method would be to place circular objects between the flames and camera that simulate the glow from each candle, so long as the camera is static it should look ok.  If the camera moves you will need to move the circles too.

* May have been resolved in an update, I'm a bit out of touch with recent developments.

General Anim8or Forum / Re: Folding paper around a drum
« on: September 18, 2017, 12:56:38 pm »
Having done something similar a long time ago (folding a paper plane) your method is correct, and about the only way to do it within Anim8or (though editing the AN8 file directly isn't a bad idea at all, once you've worked out what's going on).  Weight painting is the best place to start, make sure your 'paintbrush' is small enough that you can accurately target individual points without touching adjacent points.  I would also suggest using a coarse mesh with 15 faces ('strips'), to align with each bone joint, before converting to a subdivision.  It will be a bit painstaking however you do it and it may require a bit of experimentation to get right, but I'm also keen to see how you go.

Jiggle physics and secondary motion are, as you say, vital in creating a character that appears to be 'real' and has actual mass.  With a deft touch it should be almost unnoticeable, conspicuous only when absent.  This is in stark contrast to the frankly bizarre levels of jiggle physics used in some games (eg. Google 'Dead or Alive jiggle physics GIF' if you dare - Warning: not safe for work!).  The difference between appropriate, accurate jiggle physics and the ridiculousness of Dead or Alive is the same difference between 'sexy' and 'over-sexualised'.

The comment 'Dogs are notorious for not looking at all like sharks.' made me laugh too.  Very Terry Pratchett-esque!

I have to disagree with your Prof and TA, I don’t think Robin or Sharkey are ‘over-sexualised’ at all.  In my opinion, the term ‘over-sexualisation’ would only apply where a deliberate attempt was made to sexualise a character inappropriately, or the sexual characteristics of a character have been dramatically enhanced.  The term should not apply to every character with sexual attributes arbitrarily, seeing a character as sexy does not automatically make them ‘over-sexualised’.

For example, Jessica Rabbit is over-sexualised in the sense that her bodily proportions are dramatically exaggerated to super-human levels.  This is perfectly in context in this case, she is supposed to be the epitome of the 1940’s sex bomb and is drawn accordingly.  On the other hand, if a My Little Pony character was drawn this way it would be clearly inappropriate.

Lara Croft may be a good example of a sexy, but not over-sexualised character.  She is supposed to be fit and healthy with a good BMI and many people will find that attractive, particularly teenage boys and young men, a fact that the game developers would have been counting on for sales.  However, while LC would be considered sexy by a certain demographic her bits are more or less in relative proportion, though some iterations of the character are a bit ‘pneumatic’.  HOWEVER, as soon as the game designers coded in boob-wobble, she became over-sexualised.  This physics-defying feature serves a single purpose: to titillate (pun intended) the game’s predominantly adolescent male audience.

Sharkey and Robin may be considered sexy, while I’m definitely not a furry and not into animals (in that way) I can see and appreciate the distinctly ‘womanly’ characteristics of these characters.  Combined with the cuteness factor that large eyes always lend to characters, these attributes result in attractive characters.  The poses I have seen have tended towards cute rather than provocative.

I doubt your teachers actually consider Robin or Sharkey to be over-sexualised, more likely they are not comfortable with the idea of characters being in any way sexual or gender-specific.  Perhaps they stir some uncomfortable and unwanted feelings of attraction that they are not able to verbalise, instead reacting negatively towards them.  Regardless, please continue doing what you do, your character modelling and rigging is among the best I have seen.

Finished Works and Works in Progress / Re: Gyperboloid's Lab
« on: August 14, 2017, 02:28:20 pm »
For me, the modeling technique chosen depends on what the model will be used for.  Creating low-poly models is important for gaming but less so for other uses, gone are the days where poly count was all-important due to limited computing resources*.  Most of my models are used in animations and are often combined with live action, so I tend to build them like movie sets.  If this was the purpose of your room it would make sense to build each wall as a separate object so you could hide or remove individual walls to allow the camera to be positioned with greater freedom.  If its primary purpose is an an architectural study then various techniques could be employed, so long as the end result was clean and accurate.  The same measure can be used to determine the level of detail, such as whether some intricate detail should be modeled or if you can get away with bump mapping or some other shortcut.  In other words, let the 'purpose' of the work drive the method of its development.

* Low poly, or perhaps more accurately 'minimum effective polys', is very much the preferred method for organic modeling that will be subdivided or morphed.

General Anim8or Forum / Re: Where is everybody?
« on: August 11, 2017, 07:06:09 am »
If you press the Shift key the mouse wheel zooms in the center of the screen as it used to do, otherwise it zooms at the cursor location.

Aha, that's cool. Awesome!

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