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Messages - ENSONIQ5

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Finished Works and Works in Progress / Re: my new woman modeling
« on: March 24, 2008, 01:36:53 am »
Nice work.  I assume it is a slight caricature, with the extremely exaggerated leg length, especially once she has feet.  Also the upper arm seems a little thin and cylindrical.  There also seems to be something a little odd around the knee, although a different camera angle might clear this up.  So far though, nice modelling.

Anim8or v0.98 Discussion Forum / Re: Environment panoramas
« on: March 20, 2008, 11:59:26 pm »
I understand.  If cube maps will reflect that would be excellent.  Will it be possible for the camera to render the panoramic background as a background, without reflections, as in Scanline?  At the moment panoramic backgrounds are entirely ignored by the camera, and the background reverts to the background flat colour.

Anim8or v0.98 Discussion Forum / Environment panoramas
« on: March 20, 2008, 09:23:12 pm »
It seems environmental background images, like the image panorama setting, no longer render with ART, nor are these background images reflected in objects with anim8or or glossyreflector attributes.  Hopefully this is an easy fix, Steve, and not a big issue.

Anim8or v0.98 Discussion Forum / Re: ART syntax please?
« on: March 20, 2008, 10:29:26 am »
This is just excellent.  Here's a quick test render.

Love ART, Steve.  Seriously cool.

Anim8or v0.98 Discussion Forum / Re: ART syntax please?
« on: March 20, 2008, 09:35:29 am »
Aha!  Thanks guys, this and a bit of experimentation has gleaned considerable results.  I shall be like a pig in mud over Easter fiddling with this!  Ray traced reflections!  How seriously cool is this!

One thing I have noticed, the renderer does not seem able to render environment panoramas any more, nor do reflective objects pick them up.  I shall fiddle further in this area, methinks, and post the results.

Anim8or v0.98 Discussion Forum / ART syntax please?
« on: March 20, 2008, 09:02:13 am »
I have had a bit of a fiddle with ART, and I am afraid I do not understand the interface at all.  Could someone provide a more detailed "how to" for this old dog?

General Anim8or Forum / Re: sequence>scene problem
« on: March 19, 2008, 02:00:24 am »
Might have had something to so with the rotational origin points of the bones.  Not sure.  Still, problem fixed, that's the main thing!

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.

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.

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.

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.

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!

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!

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.

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!

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