Anim8or Community

Please login or register.

Login with username, password and session length
Advanced search  

News:

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 - ENSONIQ5

Pages: 1 ... 3 4 [5] 6 7 ... 62
61
General Anim8or Forum / Re: Layers?
« on: September 13, 2016, 01:06:29 pm »
So you can name the layers? Or is that an association you've set up for yourself, where each layer, 0 through 7, is for each of those things?  I've not seen any option to name layers while looking through the interface/menus.

Sorry, I wasn't very clear.  Rather than using layers, I just use multiple Objects.  An Object can contain any number of wireframes (meshes) and you can have any number of Objects within a project.  Objects can be named as required so could be a solution to your need of a 'backup' repository of your meshes.  I haven't used layers in Anim8or but from what I can gather their power is in their ability to be hidden, so background meshes can be hidden for improved clarity while working on foreground meshes.

62
General Anim8or Forum / Re: Hello! New user with a 'hello' and a question!
« on: September 13, 2016, 12:58:04 pm »
Cheers daniel99.  There's a lot to not like about Carrara, there are some things that are just plain weird, but I guess I'm familiar with it by now so it no longer bothers me too much.  When I do a project purely in Anim8or I am always impressed by the excellent workflow; the ability to create multiple Objects, Figures and Scenes within a single project is just excellent and I really miss this in other packages.  If the render speed of ART could be improved (most of my renders need reflections and other tricky stuff so Scanline is not really an option) I would love to work entirely within Anim8or.

63
General Anim8or Forum / Re: Layers?
« on: September 13, 2016, 08:38:28 am »
You can create as many Objects as you need, and copy/paste wireframes from one to another.  Objects can be used however you want, I often set up one called 'Workbench' where lathing, extruding and point-editing takes place, 'Holding' as a temporary dump for objects being worked on, 'Construction' where various objects are put together, 'Backup' where wireframes are kept where I'm worried about messing them up, etc.  These can be permanent Objects for animating in Figure or Scene modes or temporary, for deletion once the project moves to the next stage.  Does that help?

64
General Anim8or Forum / Re: Hello! New user with a 'hello' and a question!
« on: September 13, 2016, 08:18:55 am »
Is an animation anywhere to be seen, yet?

Also, what external app do you use for rendering, if you don't mind me asking?

Thanks!

Cheers wolfsong73 and daniel99.  This is from the webseries Mission Backup Earth (http://missionbackupearth.com/) which is a zero-budget production based mainly in Berlin but involving 3D artists from all around the world (I'm Australian).  The image is a frame from an animation, though I don't recall which episode it appears in!  One of the earlier ones I think. (EDIT: It starts at 4:53 in episode 1 of the prequels here:
)

The render was done with Carrara which is similar to Anim8or in that it is a comprehensive modelling/animation/rendering package, however it's not free or open source.  Its modeller is kinda terrible to be honest, which is why I still prefer to build in Anim8or, however it has an excellent renderer that is able to make use of multi-threading and network-rendering.  If I engage both my i7 machines that's 16 threads of rendering power, which equals speed.  Since I'm mainly rendering HD1080 at 24 fps, speed is essential to maintain workflow.  While the sample image above could absolutely have been rendered with Anim8or (in fact, ART renders look nicer than Carrara's in my opinion) it would have taken many times longer to render (2-3 minutes per frame in Carrara, possibly 20-30 minutes or more in Anim8or depending on settings).

Carrara's renderer also has a few cool things like light cones, lens flares, secondary illumination etc. which could all be done in post but it's cool to have them there.  There's a few other things Carrara can do that are yet to be added to Anim8or (eg. physics) but since Steve has been releasing updates the gap has reduced considerably (eg. inverse kinematics - something that has been on my Anim8or wishlist for years :). I haven't had a chance to play with it yet but plan to asap).

While loath to invoke the name of Blender as I have no interest in starting another Anim8or vs. Blender thread, it does have a pretty awesome renderer and is, I believe, approaching the power of Maya, 3DS Max etc.  However, it's interface is almost the antithesis of Anim8or's, being one of the nastiest GUIs I've ever had the displeasure to work with.  There are also a few stand-alone renderers out there such as Kerkythea, some with steeper learning curves than others.

I will continue to work with Anim8or as long as I am able and will continue to sing its virtues whenever I get the chance.  As an introduction to 3D animating it's hard to beat, and as a basic modelling toolbox I'm yet to find its peer.

65
General Anim8or Forum / Re: Hello! New user with a 'hello' and a question!
« on: September 12, 2016, 01:12:16 pm »
Looks like a nice, clean model :).  While I spend most of my time with other animation packages (chiefly for render speed) I still always start with Animator.  The interface is clean and uncluttered, utterly free of malarky and I still think it's the best modeller around.  This is a shot from a web series I'm working on, while it was rendered elsewhere all the modelling was done in Anim8or using the same set of tools you used to build your house (took a little longer than an hour though!).  Good luck with your Anim8ing and welcome to the forums.

66
General Anim8or Forum / Re: render resolution question
« on: July 30, 2016, 02:12:44 am »
To my way of thinking (with minimal print experience) there's two ways to define the resolution of an image:

1) Specifying the size of the image (in mm or inches) and specifying a DPI resolution; or
2) Specifying the number of pixels in the X and Y dimensions.

The DPI figure is of no value if referring to the image by it's X/Y pixels, it will be determined by the printed/displayed size of the image (ie. DPI = X/W where X is the width of the image in pixels and W is the width in inches).  Conversely, a printer requesting a certain DPI makes sense only if the printed size of the image is known, so if you need a 5 X 8 printed image and the printer needs 300DPI you'd need to render an image 1500 x 2400px.  Or am I missing something?

67
General Anim8or Forum / Re: render resolution question
« on: July 29, 2016, 09:49:51 am »
254 on BMPs is probably derived from the number of 10ths of a millimetre in an inch (25.4mm).  ie. 254dpi = 10dpmm.

68
Finished Works and Works in Progress / Re: Galacticats!
« on: May 26, 2016, 01:48:17 pm »
Love your work, Cori.  Excellent concept and quality-wise it looks TV-ready to me!  I'm more of a lurker than an active member these days, projects keeping me busy, but always great to see what folks are up to.  Good luck with Galacticats :)

69
General Anim8or Forum / Re: Closing Splines
« on: April 29, 2016, 08:05:00 am »
Reckon that's more a Gemini capsule there, Cap ;)  Aabh, you'll need to post some screenshots, I'm not entirely sure what you're attempting to do.

70
General Anim8or Forum / Re: This Should Be Easy?
« on: March 28, 2016, 09:35:21 am »
Like all things, Anim8or is easier when you know how.  There's a wealth of information online and this forum is a great place to ask for help, but I would recommend giving the manual a once-over and have it handy as a reference (manual available here: http://www.anim8or.com/learn/manual/index.html).  It's short, to the point, and covers all the basics.  This particular function is explained in section 4 - Object Editor Point Editor: "Applying Multiple Materials" (http://www.anim8or.com/learn/manual/4_object_editor.html#object_point_operations).

71
General Anim8or Forum / Re: A Problem with Flipping Normals
« on: February 06, 2016, 09:50:11 am »
If you can post a shaded wireframe rather than a render (ie. screenshot from object mode) it would be easier to diagnose.  Best guess is malformed mesh but need to see the model.

72
General Anim8or Forum / Re: Need help
« on: October 10, 2015, 01:19:36 am »
Owl, think of the parent as the child's 'zero' location, and the child's position as being relative to the parent's position.  So, if you move the parent only, the child moves with it since its location relative to the parent hasn't changed.  If you move both parent and child in a single frame you are moving both the child's reference AND the child's position relative to that reference.  Any movement of a parent will result in movement of a child, but the reverse is not true, as RudySchneider pointed out.

One way to visualise parent/child relationships might be to think of your arm.  Your fingers are 'children' of your hand, which is a child of your forearm, which is a child of your upper arm, which is a child of your shoulder.  If you move your upper arm, your forearm, hand and fingers all move too since they are 'attached', even though you haven't flexed any finger, hand or elbow muscles.

Setting a skeleton in Figure mode essentially constructs a parent/child hierarchy, but for non-organic things (ie. meshes that don't deform) such as a robot arm you could assemble the parts in Scene mode using a parent/child relationship without using Figure mode at all.

73
General Anim8or Forum / Re: Need help
« on: October 01, 2015, 10:09:39 pm »
RudySchneider is spot on, great bit of "Anim8or 101" there.  Interestingly, for complicated mechanical things like steam engines I do tend to do what Owl suggested, creating a single composite Object that contains all the meshes.  This allows me to make sure all the parts are modeled correctly and fit together properly.  Once I'm happy with it each moving part is cut and pasted into a new Object and correctly centred, with the original Object (now missing the bits that move) becoming the base parent Element in the scene.  As all the Objects are introduced into the Scene as Elements and given the correct parent/child relationship I can be confident that they will fit together perfectly as they did in the original composite Object.

To each their own.  Anim8or allows for many different approaches to animation within in its (brilliant) Object/Figure/Sequence/Scene architecture.

74
General Anim8or Forum / Re: Anim8or on Windows 10
« on: August 09, 2015, 01:22:43 pm »
My desktop machine will stay Windows 7 for the foreseeable future.

Ditto.  Until I see any benefit in upgrading I'll be sticking with W7.  Good to know Anim8or runs on W10 though.

75
Finished Works and Works in Progress / Re: House Model
« on: August 07, 2015, 06:54:45 am »
Nice to see some architectural modelling, and great work.  If I can offer some constructive criticism, to me the devil is in the details for this sort of model.  While this house is nice and clean and would suit a game environment really well as it is, for added realism and to transport the model from great to awesome maybe consider adding those fiddly bits like guttering along the eaves, down-pipes, window and door frame molding, modelled weather-boards, etc.  Then maybe some photographic textures with a bit of bump mapping to reduce the 'flatness' of the surfaces.  Just something to think about.  Also, the grass is really well done!

Pages: 1 ... 3 4 [5] 6 7 ... 62