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An update to Anim8or, v1.00b, is available with a few bug fixes. Get your copy HERE. See the "ReadMe" file for details.

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Messages - ENSONIQ5

Pages: 1 ... 60 61 [62] 63
916
General Anim8or Forum / Re: Texture list mirror, gold, silver, etc....
« on: January 17, 2008, 11:30:45 am »
The Anim8or renderer does not support ray-traced reflective surfaces, but using the Env. Map feature in Textures, with an appropriate cube map or longitude/latitude image, gives a good result.  To create a mirror surface the Env. Map setting should be set to 100.  The ambient/diffuse colour should be black, Rough should be set to 100.

Obtaining the reflected image can be a bit of a pain.  In the past I have constructed them from renders of the project itself.  In other words, leave the actual environment map till last, when you can use renders of your project from different angles to construct it.

917
General Anim8or Forum / Re: Newbie problem
« on: January 17, 2008, 12:14:10 am »
Actually you can use this effect in a helpful way.  If you have a lot of objects on the screen and are trying to select a particular point, while avoiding points behind it, grouping the objects you don't want to edit, either together or to themselves, is an excellent way to lock them out of the editing process.

918
General Anim8or Forum / Re: Hole in Cube
« on: January 15, 2008, 10:33:13 pm »
Thanks for the pics Jene, that is exactly what I had in mind.

919
General Anim8or Forum / Re: Hole in Cube
« on: January 15, 2008, 05:53:51 am »
How about draw a square, place a N-gon with 32 sides in the centre of it, select them both and select Join Splines, then extrude the spline in the Z dimension.  Voila!

920
Finished Works and Works in Progress / Re: help with car
« on: January 12, 2008, 05:15:57 am »
The link to the larger image doesn't seem to work (might be my end though) so its a bit hard for me to see how you have constructed your model.  Personally, if I was building a car, I would construct it similarly to how a real car is built, from separately moulded and fabricated panels and parts.  For example, I would construct a door by extruding its cross section, then tweaking the nodes as necessary.  Sure, this is a difficult way to build something, but the finished model would be excellent.
Alternatively, you could consider building separate internal panels, shaped to fit perfectly inside the car and giving the doors and panels thickness.  It would help if you could post a larger image of your car showing the wireframe.

921
General Anim8or Forum / Re: Light and Shadows
« on: January 11, 2008, 05:13:57 am »
Personally, I would use Photoshop or Corel to add a lens flare over the lamp.  If this is one frame from an animation, this can be tedious, but the effect is quite good.  Alternatively, check out some of the tutorials on this site.  At least one of them deals with lighting effects, like halos around flames and simulated lens effects.  In my experience image realism stems primarily from well built models, thoughtful camera placement, photo-realistic textures (materials), and lighting.  The way materials deal with light is of tantamount importance.  For example, at first glance it appears that the material used to render the ground, or street, is more affected by the lamp than the walls.  Since both materials are basically the same (simulated stone or brick) they should probably be more similar in this respect.  I would fiddle a bit with the ambient & diffuse setting on these materials, and ensure they match each other.

922
Finished Works and Works in Progress / Re: penguin short
« on: January 11, 2008, 12:47:04 am »
Penguin looks great, very charismmatic.  Only crit involves the snow material being a bit grey looking rather than stark, shiny white.  Might be a lighting issue but I suggest fiddling with the ambient/diffuse settings on this material (also on the penguin's white bits.)

923
Very nice!  Especially like the modelling of the USS Americana.  Weapons effects (photon torpedoes and phasers) are brilliant.  Only crit involves the camera work, just a bit sudden in places rather than smoothly tracking.  Probably more a taste thing than an actual critisicm though.  Really well done.

924
Finished Works and Works in Progress / Re: Skeleton WIP: Reboot
« on: January 09, 2008, 11:34:20 am »
Man, that is just too cool!  By the time you are done you are gonna have a seriously detailed knowledge of the human skeleton, if you don't already.  See, I am way too lazy to do something like this.  It'd make an awesome animation figure though.

925
General Anim8or Forum / Re: making a space ship
« on: January 08, 2008, 09:42:40 am »
Could I suggest you draw a picture of what you want (MS Paint or pen, paper & scanner) and post that.  It is difficult to know what you are trying to achieve.

926
General Anim8or Forum / Re: What am I going to do?
« on: January 08, 2008, 05:41:08 am »
I agree whole heartedly with hihosilver.  I have only been using Anim8or for about six months, and just about everything I know about it I gleaned from the PDF manual and experimentation.  The most important thing is to set yourself a goal.  For instance, how about attempting to model a room in your house.  Look at each item in the room, and think about how you might go about modelling it, creating materials, etc.  Each problem you face can be solved using the manual, the excellent tutorials on this site, or good old trial and error.  Certainly there are some things Anim8or lacks, like truly ray-traced reflective surfaces for example, but some lateral thinking usually provides a solution.

927
Finished Works and Works in Progress / Re: aging white rap artist
« on: January 06, 2008, 02:23:49 am »
Great job.  I like the moody lighting and dynamic camera motion, it really sets the mood.  The tree models are excellent.  I especially like the animation of the telescope, and the way the tools swing in the shed.  My only crit would be that there seems to be a lack of shadows in the room, especially around the shelves, which makes it look a little toy-like.

928
Finished Works and Works in Progress / Re: Finished space sequence
« on: January 04, 2008, 10:40:12 am »
Nate Bro: I actually think the smoke is a bit poor.  It is a bunch of morphing lumpy objects, but I should have made them less regular.  The bulk of the flame effect was added frame by frame in Corel Photopaint, post rendering.

Sciwizeh: The re-entry effect used a parabolic cone shape, with a double-sided material: outside transparent, inside orange emissive with a gradient texture applied bottom to top in the emissive field (with a bit of after touching in Corel).  The explosions used a combination of modelled flying debris, lights with changing colours, and post-rendering frame-by-frame retouching.

The cockpit instrument panels are open faced boxes with black interiors, and all instrument displays were added later with the exception of the wire globe and roll indicator.  These were mesh spheres placed within the dashboard box with their position origins relative to the cockpit (which moved and rolled through the scene), but their orientation origins fixed to the "world".  With the camera fixed to the cockpit, the globes appear to roll, while in fact it is the cockpit and camera that are rolling while the globes remain still.  The artificial horizon indicator again uses double sided materials, with a transparent outer face.  The lower half of the globe is green inner/transparent outer, and the upper half is blue inner/transparent outer.  So the face you see is actually the inside of this sphere.

929
Finished Works and Works in Progress / Re: Merry christmas once more...
« on: December 30, 2007, 01:40:03 am »
Lol very funny
How did you do the rope bending on the sled.

Thanks...
I made a figure from the sled and added several bones to the rope; then animated it normaly as you do with any figure... Many people forget that Figure Editor doesn't have to be used only for chraracters :)

That's right.  I have used Figure Editor to make VTOL engines rotate, undercarriage raise & lower, wheels turn & steer, weapons platforms aim, etc.  Morphing is great if you need something to deform, like an extending hydraulic ram or collapsing building, but it can be tedious for simple manipulations.

930
General Anim8or Forum / Re: Was doing hand model.
« on: December 28, 2007, 09:24:38 am »
I am not sure exactly what model you are building, but modifiers can only be applied one at a time.  Say you want to bend an object, and also twist it.  First, construct the twist modifier, bind it, and "effect" it.  Then construct, bind, and effect the bend modifier.

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