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Messages - ENSONIQ5

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General Anim8or Forum / Re: How to make Animations using Anim8or
« on: March 07, 2008, 02:09:16 am »
Basically, the magical thing about Anim8or, and indeed any animation package, is its ability to work out intermediate steps between steps you define.  For instance, you could make a simple animation of your spaceship, making it fly across the field of view, by defining a scene of, say 100 frames.  Select the first frame position on the scale at the bottom of your screen, click the icon with a key on it, so it turns green, and move the ship to the starting point.  Then, with the key button still green, select the last frame on the scale at the bottom, and drag the ship to its final position.  You should notice a white line that traces a path across the screen, from the ships starting point to its end point.  This describes all the positions the ships will be in during the animation.  Click on the key button again, to turn it off, and click on the first frame position again.  Now click the play button.  Your ship should move nice and smoothly across the screen, as the software calculates each actual position of the ship.

Thats the basics.  For such a simple animation there is no need to use figures (bones) at all.  I suggest following the excellent tutorials on this site, designed to teach the sort of knowledge you want.  And experiment.

Excellent work.  I didn't initially realise that the second image was a real one, due to my tendency to look at pictures rather than actually read!  But that demonstrates the accuracy of your model.  I love the chrome effect and the LCD screen is fantastic.  Of course, I have to pick on something, and that is the bump texture applied to the buttons and the control panel rim, which is too chunky.  Try lowering the bumpmap setting in textures, scaling the UV texture so the bumps themselves are finer, and adjusting the colour to more like the grey on the photo.  Great work dubhnight, keep it up.

Finished Works and Works in Progress / Re: [WIP] Theatre
« on: March 04, 2008, 09:28:32 am »
Realism stems from three things in an animation or render, in my opinion.

One, the model itself.  Try to make your wireframes as realistic as possible, computing power and rendering time considerations notwithstanding.  Your model is fine, if a little basic.

Two, materials.  If possible, create materials using textures derived from photographs.  For example, take a photograph of your loungeroom curtains, adjust the colour in an image editor if necessary, and build a material based on this image.  Then you can apply this to the side walls of the theatre (many cinemas I have attended have curtains covering the side walls).  Consider carefully the ambient and diffuse settings.  In a theatre, the shadows in corners and up in the catwalks will be black, so your ambient setting should be very low.

Three, lighting.  Probably the most important consideration, in modelling AND in theatres.  There are the overhead stage lights, the follow spot (for live performances), footlights, house lights (for intermission, etc), little blue lights running along the aisle to help you find your seat in the dark, illuminated seat row numbers at the end of each seat row...

Basically, the level of realism you can achieve is limited only by the time you want to spend on your project and the computing power available to you.  I have yet to build a model that was too complex for my aging Sempron processor, but I have built models too complex to render this side of the Sun going nova.

Finished Works and Works in Progress / Re: Man Walking (Yay :)
« on: March 04, 2008, 09:14:21 am »
Great start, I know how deceptively difficult animating a basic walking sequence can be.  I would suggest a more pronounced bending of the knee on the forward swing of each leg, which will lift the foot from the floor, then straightening the leg at the start of each step.  At present the shoe appears to slide forward and backward, in an almost cross-country skiing action.  Also, the legs are not the only thing that moves when someone is walking.  The hips swing and the spine curves, allowing the foot to describe a more or less flat path rather than an arc, and the whole body moves up between steps and down at the start of each step, etc.  I know this all sounds complicated, but seriously, attention to these details will make a good animation excellent.  You have a great starting point in the figure itself, it is very good, and it is worth spending the time on this.

Cool, its OK again.  Cheers guys.

Um... is it just my machine or has been domain snatched?

General Anim8or Forum / Re: cutting out part of a circle help
« on: March 01, 2008, 08:06:26 am »
Personally, I would draw a contour, tracing one half of the object's cross section, then apply the Lathe tool, to rotate the contour around the Y dimension (vertical) and creating the mesh you want from the outset.  This method creates as complicated a shape as you could ever want, extremely quickly, so long as it is axially symmetrical.

Cheers.  Yes, the Rubiks cube construction & animation would make a good tutorial.  In my opinion, it is the little details that make a good model or animation excellent.  Hope to see more of your work soon.

That's really cool.  Being rubbish at solving rubik's cubes, I would have cheated and started with the completed cube, and rotated faces randomly until the cube was all messed up, then reversed the AVI!  The modelling is excellent, showing the slightly rounded edges of each cube, just like the real thing.  It would have been easy to ignore this and make them proper cubes, but that would have resulted in a poorer model.  Well done.

My only suggestion:  Occasionally it is possible to see right down between banks of cubes, and it is clear that there is no internal mechanism.  Rather than fully modelling this complicated set of axles, I would simply place a black sphere central to the cube, large enough to bridge the small gap between banks of cubes, so the cubes don't look free-floating in space.  But that's a minor observation.  Very well done.

Finished Works and Works in Progress / Re: In the beginning
« on: February 12, 2008, 02:36:18 am »
Very, very nice, lovely texture on the planet.  Only one irrelevant crit: the illuminated portion of the planet should probably be considerably thinner if the sun is where the image places it, more like a fingernail crescent, to be totally accurate.  However, to have the sun visible in the frame, and enough of Earth visible to allow people to see what it is, I think a fair bit of creative licence can be taken, especially in an image such as this, so I agree with your composition completely. 

Finished Works and Works in Progress / Re: Finished work.
« on: February 05, 2008, 08:08:18 am »
Thats extremely good floyd86.  The textures, lighting effects, short depth of field focus and artistic camera placement are excellent, not to mention the construction of the scene itself.  Very nice!

Finished Works and Works in Progress / Re: The River Movie
« on: January 28, 2008, 05:16:38 am »
That's good thinking, and it works well, except for one small problem.  When the boat disappears up the right river fork the "reflected" boat is hidden behind the curve of the river bank.  A true reflection would still be visible for a bit, being reflected from the water's surface.  It is certainly a nice technique though, and if the camera angles or river course were adjusted so that issue could not be seen, it would be perfect.

Nice idea colclough.  Mine is here:

Finished Works and Works in Progress / Re: Space machine render
« on: January 22, 2008, 09:51:46 am »
I like the ring system.  Nicely conveys a sense of scale and depth.  Looking forward to the vid.

General Anim8or Forum / Re: Newbie problem
« on: January 19, 2008, 03:03:57 am »
It seems, though I have not thoroughly checked this, that if you select an object, and group it with itself three times, for example, you must ungroup it three times before it is actually ungrouped.  In other words, it seems the heirarchy structure of grouped objects remains true even if an object is grouped only with itself.  My best guess is that somehow you have grouped an object more than once.

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