Anim8or Community

Please login or register.

Login with username, password and session length
Advanced search  

News:

Ian Ross has just released a book on Anim8or. It's perect for a beginner and a good reference for experienced users. It contains detailed chapters on every aspect, with many examples. Get your own copy here: "Anim8or Tutorial Book"

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 ... 59 60 [61] 62 63 ... 68
901
General Anim8or Forum / Re: What kind of Anim8or are you?
« on: May 01, 2008, 06:00:28 am »
colclough: Yup, me too.  It's relatively easy to make, say, a spaceship that looks really cool, but I am yet to see anybody, on any platform, make a CG human that actually looks like a human.  Sure, Beowulf comes close, but they still look artificial.  My personal interests tend more towards machinery and technology than plants and animals anyway, so I suppose my animation follows suit.

My modelling background is parametric (latheing, extruding, etc) and this whole wireframe modelling caper is kinda new to me.  Seems to me that there is a whole art just in edgelooping.  I also have little interest in gaming, so my models are built more for accuracy than low poly.

902
General Anim8or Forum / Re: Gas Lamp Help
« on: April 29, 2008, 05:34:13 am »
If you are using volume shadows, you can get stripey things like that.  Use raytraced shadows instead, volume shadows don't yet work properly.

Regarding the shadow problem, you can place a light within the gas lamp, as thecolclough suggested, and enable shadows on the light, but disallow the gas lamp object element from casting shadows itself.  Double clicking the gas lamp in scene mode opens its properties box, and you can make sure the "casts" check box is not selected.  That way the light will get out of the lamp, but it will get out evenly in all directions.  Hihosilver's method would give a more accurate result, with only the glass not casting shadows, but the base, top and side struts of the lamp will cast large shadows around the place.  Softening the shadows will help, but you would be well on the way to very long render times.

903
General Anim8or Forum / Re: I need help.....
« on: April 28, 2008, 11:00:06 pm »
After doing this animation caper for a while, you find yourself looking at EVERYTHING and thinking, "could I model that...?"!!!

904
General Anim8or Forum / Re: Reference Images
« on: April 28, 2008, 10:57:51 pm »
Not sure about the reference image question.  For the text filling issue, make sure you join the splines before filling, especially make certain to join inside and outside splines togother.  For example, for a letter "A", select both the outline of the A and the little triangle in the middle, and select Join Splines.  When you fill them now the holes should not disappear.

905
General Anim8or Forum / Re: I need help.....
« on: April 27, 2008, 11:03:09 pm »
If you have a digital camera, or can borrow one, take a top-down photograph of your desktop, crop it to a square, make sure the pixels are a nice multiple of 8 (256x256 or whatever) and use it as the basis for the texture.  Can't get more accurate than that!

906
General Anim8or Forum / Re: I need help.....
« on: April 27, 2008, 04:32:42 am »
Dude, you're kidding, right?  Ideas are all around you!  Model your bedroom, one piece of furniture at a time.  How about an alien playing the drums?  Maybe a spaceship-to-space station docking manouever.  A vase.  A stereo system.  A medieval village.  A yoyo, with string and all.

Come on, there are millions of ideas!  Challenge yourself to make something you don't know how to make, and feel the skills oozing into your head!  Or start small, make something simple but make it really well.  Try lynn22's excellent idea, but try to make them so that when someone sees the render, they think it is a photograph.

Or, join one of the contests or group projects on animanon.com or anim8or.org.  All are welcome, no matter what skill level, and you will learn TONS!

907
Finished Works and Works in Progress / Re: Anim8or Christmas Card
« on: April 23, 2008, 10:47:14 pm »
I agree with Rudy on this one.  I would encourage new users to sift through the old posts, there is much info and inspiration in those pages, but avoid posting in them unless you have a specific question, best demonstrated by bumping.  It would be better to start a new thread, with a link to the old thread if necessary.

908
General Anim8or Forum / Re: Moving bones in sequence mode..
« on: April 23, 2008, 04:34:06 am »
You also need to tick the "Free" check boxes for each bone before they will move, in the same dialog box where limits are set.

909
General Anim8or Forum / Re: Object Duplication method in Scene Mode?
« on: April 22, 2008, 05:51:58 am »
Video Impression comes packaged with some digital cameras, like Olympus and Konica (at least here down under).  I'm not sure it is actually for sale anywhere, but there are other video editing suites available, no doubt substantially better than VI.  The later versions of Movie Maker are actually quite good and are well worth fiddling with.  Nero Vision Express also does a reasonable job, and is packaged free with just about every DVD burner sold here.  If you don't have anything like that, maybe you know someone who does, not that I am advocating software piracy or anything like that...

910
General Anim8or Forum / Re: Object Duplication method in Scene Mode?
« on: April 21, 2008, 08:03:44 am »
I'm with you colclough.  I use Video Impression (kinda like Movie Maker but significantly better) for post-production effects, like your sneaky fade-out method.  In fact I often spend more time in post-production fiddling than modelling and rigging the animation itself.  Although the multiple object with varying transparency levels and complex visibility switching technique is valid, I personally think it is extremely wasteful of bytes and time, time that could be much better spent in post production.

I have not fully explored Terranim8or's capabilities, using it pretty much exclusively for its terrain mapping function, but I hear it is excellent for things like this.  Definitely worth investigating.

911
General Anim8or Forum / Re: getting started... anim8or 0.95
« on: April 20, 2008, 11:22:03 pm »
Welcome CataBina.  Scripts are not actually necessary for modelling, they just simplify some things.  For instance, you can model a spring manually, but it is a total pain, so a script exists that does it for you.  I have not downloaded any scripts, preferring to do all my modelling myself (working out how to model something is half the fun IMO).

As already mentioned, check out the manual.  For the first few weeks I used Anim8or I had both the program and the manual open, so I could flick from one to the other (which I did often!).  There are a few minor gaps in the manual, but there are always people here on the forums ready to answer questions, especially on the trickier aspects of animation and modelling.

The advice I give to anyone who asks is "experiment".  Anim8or's greatest strengths are its small size and simple interface, but there is still a lot of capability there.  Visualise a scene, as simple or complex as you like, and try to build that scene in Anim8or.  You may not get exactly what you imagined, but you will learn heaps by trying.  For instance, you might want a rotating light, like that on a fire engine.  In figuring out how to achieve this (using the manual) you will learn about light parameters, key frames, possibly even scripting.  Try the tutorials on this site, and there are others on other, less Anim8or specific sites.

Have fun, that's what Anim8or is for!

912
General Anim8or Forum / Re: Runaway mine cart
« on: April 20, 2008, 11:08:20 pm »
If my intention is to post on YouTube I normally render at 400x300 dpi.  Pick whatever compression you like, that provides a good image with low(ish) file size (experiment here, because I generally do not use compression at all at this stage, preferring to edit the AVI in Video Impression and compress only the final output, usually with a Cinepak codec).  When you upload to YouTube, it sets the dpi and compression to its own standards anyway, but if you start with a very big file it will take ages to upload, and there is a maximum size of 100MB (I think) on YouTube.  Then just post the link here to the YouTube file.

913
General Anim8or Forum / Re: Runaway mine cart
« on: April 19, 2008, 05:43:51 pm »
It has to do with the mine-cart's orientation point not being central to the mine cart itself.  I just posted the way to fix this in your Tutorials thread in animanon.com.  Let me know if it doesn't make sense and I'll do a tutorial or something.

914
Anim8or v0.98 Discussion Forum / Re: Height based textures
« on: April 19, 2008, 08:29:04 am »
You are absolutely correct, colclough, I had not thought of that.  A gentle slope would indeed stretch the terrain texture severely.  I suppose the way to go would be to do a top-down texture based on the height map used to build the terrain.  Otherwise, manually selecting the faces worst affected by a side-on UV map being stretched, and manually correcting the UV coord's for those faces might work.

915
Finished Works and Works in Progress / Re: NCC-1701 Enterprise (WIP)
« on: April 18, 2008, 08:09:13 pm »
Absolutely superb!  Amazing model, and really excellent use of lighting.  Because I am a picky b*****d I have just one crit.  In Drydock4 the planet in the background is missing it's atmosphere, which I only saw because I felt the atmosphere simulation in the other pics was a little bit heavy.  IMO it should be a little less solid and not reach so far out into space.  But I am splitting hairs here and it's only the background, after all.  Really fabulous work, mate!

thecolclough: Didn't ST:TMP use the NCC-1701A, a supposed "refit" that completely altered the shape of just about every part of the ship?

Pages: 1 ... 59 60 [61] 62 63 ... 68