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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 - BOB_I_Ts

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61
Finished Works and Works in Progress / Re: śwakened
« on: May 13, 2010, 01:06:30 pm »
cool yellow submarine reminds me of one my all-time favourite scifi movies the Abyss "big geek" <- name of the sub in movie

62
uv complete i had issue keeping uv symmetry so i decided instead of taking short cut using basic box mapping i went for full taxidermist type of mapping so il have to go through it again yay  :'(

Images i did half then merge face other half  ,build > mirror then bridge back other half so i could keep opposite side uv symmetry
i will add 1024x bmp template to v8 zip other image is the template on the model in anim8or object mode render

63
i made a start on uv im hoping that itle import back with out changing  the coords or il have to redo 61
currently half uv done with lithunwrap i plan to remove as mush distortion as possible

64
excellent any thing to do with mythical and fantasy i love these types of model ,good luck on comp you have my vote

65
Finished Works and Works in Progress / Re: my hero
« on: May 10, 2010, 06:26:43 am »
looks good sofare to me characters expression seems more serious than goofy like time fighting on streets have taken the toll leaving him in search of aside kick assistant i also imagine he has a christian bale accent ,unsure if you have seen classic toon before but the toon is called "the tick" i think it is similar to what you want and would be good ref to compare to

66
General Anim8or Forum / Re: Anim8or 0.97b lathe
« on: May 10, 2010, 06:13:29 am »
64,32,16,8 its an equation used programmers to match bit rates of hardware processing ! memory

67
cool rug jonatan

68
the old script forum is still there  ;) apologies for being semi off topic hf003

69
isure Im currently thinking about them whether to add ratio scale parameter or point 3 attribute for both hand will add them next update

another change is i think i should invert direction  of arms and leg length scale attributes that way they can be shrunk and stretched with out breaking mesh

good news is v8 plugin will not crash when convert to subdivided bug fixed :D

if any one wandering how developer model looks here is screen with statistic info ,i save as new file each time edit to be safe
after plugin complete i  will upload the dev script i could probably remove edges off the 61 objects as only cage edges are exported reducing the an8 size

70
cool thanks hf003 yes i agree there arnt many expression scripts floating around

71
thanks 3Dgeek11 i updated the v7 script to asl forum ,next step will be uvwrap and texture and itle be complete

72
ASL Scripts / Re: F8ce primitive
« on: May 08, 2010, 08:19:54 am »
v7 uploaded check first post

73
General Anim8or Forum / Re: Working Codecs
« on: May 07, 2010, 08:38:37 pm »
i recommend render uncompressed then use a codec converter like the classic The RAD Video Tools utility ,uncompressed create large file size but dont let that fool you
it actually use less memory in turn reduce render time because codecs usually render is raw data so codec go on stand by between each frame and converts per frame ,but as uncompressed is raw data re-decoding it into any codec after rendered will be no larger in file size as if you rendered it straight from raytracer

oops forget to mention uploading uncompress to popular video sites most of them have a free compression service and will do all processing for you

74
Fixed proportions and decided its not worth doing the other plugin ... so
i merged gender as parameter another cool thing is when user use non-uniform tool the attribute values also refresh  :)

75
General Anim8or Forum / Re: bone parameter
« on: May 04, 2010, 10:06:43 pm »
if you still got issue after setting bone limits in scene mode select the figure then press ctrl + p to bring up the graph editor this editor can edit key frame bone orientations

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