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 ... 58 59 [60] 61 62 63
886
General Anim8or Forum / Re: wierd path problem
« on: March 19, 2008, 01:54:47 am »
Actually, you should be able to edit the curve in the same way you edit splines in object mode.  Click on the offending node with the spline tool (icon with a curvy line on it) and you should get two green lines branching off from the node.  Fiddling with these should smooth out the curve.

887
Finished Works and Works in Progress / Re: WIP: Dead end road.
« on: March 19, 2008, 01:52:30 am »
Nice grungy textures, especially the wall on the left with the graffiti.  Only problem I can see, with such a great set of textures on the walls and the downpipe, the ground looks a little too clean and perfect, almost like a raked Japanese garden.  I would suggest a filthier, greasier ground texture, maybe with a bit of litter like cigarette butts & newspaper pages.  Maybe a puddle or two, although that opens a whole can of worms with reflections if rendering in Anim8or.  Excellent job though, I love the photo-realism.

888
General Anim8or Forum / Re: sequence>scene problem
« on: March 18, 2008, 11:46:05 am »
Hmm... I'm not certain.  What strikes me is that the image from Scene mode has it's arms in a similar position to that in Figure mode.  I would suggest moving the arms down to a more natural position in Figure mode, and see if that fixes it.  If not, maybe someone more experienced with this sort of thing can help.  The pics are perfect, exactly what I meant.  This is a slow moving forum, so you will need to give it some time, but everybody here is keen to help, and rest assured someone will have seen this before and know exactly how to fix it.

889
General Anim8or Forum / Re: sequence>scene problem
« on: March 18, 2008, 11:02:45 am »
You will have to post three images.  1: screen shot of the figure, in figure mode. 2: Screen shot of the walking sequence in sequence mode. 3: Screen shot of the walking sequence in scene mode (preferably at the same point in the sequence).  With that info I am certain one of us will be able to help you.

890
Finished Works and Works in Progress / Re: jellyfish
« on: March 17, 2008, 10:56:50 am »
Thats really high quality stuff, dude.  The subdued chemical lights really give the impression of great depth.  Nicely organic modelling.  If only Kerky could handle animations, I'd be all over it!

891
Finished Works and Works in Progress / Re: cauldron
« on: March 16, 2008, 12:14:42 am »
I agree with lynn22 and thecolclough.  It's the little details that make a good model excellent.  I would also tone down the range of colour difference in the texture.  It looks a bit too extreme for cast iron.  But it would be excellent for tarmac or ash in an old fireplace, so write down the settings before fiddling with it!

892
General Anim8or Forum / Re: Texturing a horse model
« on: March 16, 2008, 12:10:26 am »
The "seam" might be due to the normals being reversed on the mirrored side.  Go to wireframe view mode, select Point Edit mode, and select any face.  It should show yellow, not blue.  If any faces are showing blue when selected, select them all and select "flip normals" from the edit menu.  If that's not it, and the model is not actually pointy along the spine, then the only other thing I can think of that could be causing it is the texture itself.  I haven't used Lithunwrap so I am afraid I can't help you there.  Otherwise, I think it is an excellent model and the texture looks really good.  Only criticism would be that the head lacks a truly horsey shape, although I suppose it is a bit like a Shire or draught horse.

893
General Anim8or Forum / Re: Making a Human Elbow
« on: March 15, 2008, 01:35:36 am »
Hmmm... I would suggest using morphs to bulk up the muscle there.  It might be a bit complex when it comes time to animate, to synchronise the bending bones and the morphing mesh, but if done carefully the results could be superb.  Good luck with that, mate!

894
General Anim8or Forum / Re: Making a ring help!
« on: March 15, 2008, 01:31:40 am »
Haha! I have been watching this thread with great interest as usually requests for items like this have usually been answered with the stock reply "Read the Manual" so it seems hopefully, times they are a changing.

I tried andrews method and found that one to be pretty quick!

so this might be another bit to go in Dotan8 !!

Heh heh.  I think, at times, these threads stop being about answering the OP's question, and start being more about showing off one's modelling kung fu!  But hey, it's great, everybody learns something new and we are reminded, again, that there are often many approaches to the same result.

895
Finished Works and Works in Progress / Re: Movie project
« on: March 14, 2008, 10:34:25 pm »
Excellent, has a very "gamey" feel to it.  A couple of points though: The motion of the gun, representing walking, seems too slow relative to the motion through the scene.  It's as if the dude has a fifty foot stride length.  I would suggest slowing down the speed through the maze, which will also give viewers a better look at the environment.  Which brings me to my second point: some nice textures and lighting effects would make this really special.  It's an excellent start, well done.

896
Finished Works and Works in Progress / Finished stuff
« on: March 14, 2008, 01:49:44 am »
I have been posting this stuff elsewhere for comps, and kinda forgot that this is where it all started for me!  Here are two recently finished movies (or more accurately abandoned due to a burning desire to get on with new projects, something I do an awful lot) done in Anim8or.





Edit: Another one added here:




897
General Anim8or Forum / Re: Making a ring help!
« on: March 13, 2008, 01:50:02 am »
Hihosilver: Nice, wouldn't have thought of that.  I would create a cross section of the ring, using a stretched n-gon or manually drawn polygon, shift it off the axis of rotation, and lathe it.  Quick and simple.  You could also create an extrusion from the polygon and then use a bend modifier to curl it up perhaps, in much the same way a ring is made in real life.  I dunno, I would have to experiment with that.

898
General Anim8or Forum / Re: Textures
« on: March 12, 2008, 01:46:00 am »
Try this:  Create the texture you want, in this case red and white stripes and dirty blotches, in whatever graphics software you have.  Now, Illustrator and Corel do this automatically, but you might have to do it manually.  Basically you want to split the image into four corners, and swap them diagonally.  Now the image will wrap neatly, the left side lining up perfectly with the right side, but of course you will have an uneven cross shape through the middle of the image.  Use smudge, blend or clone tools to fix this up and voila, you have an image that can tile indefinitely with no discernable line between tiles.  I can do a bit of a tutorial on this if anyone is interested and this isn't clear enough.

899
General Anim8or Forum / Re: Lighting Effects
« on: March 12, 2008, 01:35:55 am »
I agree with Kubajzz, but you will have to make sure the plane is always perpendicular to the camera, no matter what the orientation of the sabre.

900
General Anim8or Forum / Re: movies
« on: March 07, 2008, 02:16:38 am »
Yeah, what 3D Joe said.  But make sure you render using the default camera, because environment backgrounds are not visible on cameras you add yourself, at least in my experience.

Pages: 1 ... 58 59 [60] 61 62 63