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Messages - selden

Pages: 1 ... 8 9 [10] 11 12 ... 15
136
General Anim8or Forum / Re: render resolution question
« on: July 28, 2016, 05:17:04 am »
As I pointed out, but you seem to have overlooked, you don't have to leave the dpi setting at whatever Anim8or (or other image producer) uses. You can change the dpi settings of any image without changing anything else about that image.

For example, you can take an image consisting of 2100 x 3070 pixels, one intended for a 7x10" image at 300 dpi but which has internal values of 72x72 dpi, and change its dpi values of 72x72 to be 300x300, leaving the image file otherwise unchanged. 

Irfanview and Gimp are two of the programs with graphical GUIs which include that capability. ImageMagick can change dpi settings, too, if you prefer a command-line utility. ( convert -units PixelsPerInch input.png -density 300 output.png ) I'm sure there are others.

I agree that it would be nice if  the dpi settings could be specified to Anim8or before it writes the image to a file, but it isn't essential if you're willing to add the dpi modification to your workflow.

137
General Anim8or Forum / Re: render resolution question
« on: July 27, 2016, 03:34:18 pm »
You can use an image manipulation tool to change the DPI specified in the image file to whatever you want without changing the number of pixels in the image file.  I've used Irfanview to do this. I'm sure other programs can do it, too.

You do have to make sure you render the image at a size that you know will include the right number of pixels. e.g. if you want it to be 5" x 8"  on a 300dpi page, render it to be 1500x2400 pixels.

(I assume you're aware that rendering an image at 2x the final image size and then downscaling it usually produces a better quality final result than rendering at the final resolution.)

138
General Anim8or Forum / Re: Grid modification?
« on: June 26, 2016, 10:36:09 pm »
Although there's no real control over the "Auto" grid setting, you can specify a fixed spacing between the grid lines in the menu Options  -> Grid... -> Spacing.

139
"Join Solids" coloration/material bug in build 1233+

In the Object Editor, when I did a Join Solid operation, some components changed colors to a previous value. (I didn't notice this immediately.) When Exported to .CMOD format, the exported object had the correct colors.

When I detached some of the mis-colored components (using "select patch" followed by "c", "D" keyboard commands) , the detached components immediately reverted to their correct colors.  A subsequent "Join Solids" changed the colors back to the wrong colors, but then a subsequent Render in Anim8or drew the components which had been temporarily detached with the correct colors and those which had not been temporarily detached with the wrong colors.

Unfortunately, saving the buggy model to solids_color_bug.an8 and then opening that file in Anim8or had everything with the wrong colors set permanently (i.e. detached components had the wrong colors), so I'm not sure how to provide a failing example.

Edited to add: Aha! A render of the object in solids_color_bug.an8 still draws the previously-detached components with the "right" color, i.e. it does not render the object in the colors which are shown while in the Object Editor.

I've attached a zip containing the buggy .an8 file and these notes.


140
Finished Works and Works in Progress / Modeling for the Gaea trilogy
« on: June 20, 2016, 04:10:39 pm »
A recent personal project has been to model a couple of the objects described in John Varley's Gaea trilogy.

I use Anim8or to create the models and Celestia to display them.

I've been posting some of my preliminary efforts at http://celestiaguru.blogspot.com/

Here are a couple screengrabs, early versions of Gaea and of DSV Ringmaster.





141
Thanks! It was the "double click on the mesh" part I'd forgotten. I was being distracted by the UV positioning graphics.


142
Long ago I stumbled across a menu in Anim8or where one could select the type of projection used to place a texture on an object mesh -- cylindrical, cube, etc. Unfortunately, now I can't find it. 

Was I dreaming?

If not, how does one invoke it?


143
General Anim8or Forum / Re: how do I texture a cube-based object
« on: June 07, 2016, 06:32:52 am »
Indeed your discovery is the way to do it.

Also, you can use the UV tool to map only a portion of the image onto any facet or collection of facets of the mesh. This can result in more efficient use of hardware resources and somewhat higher performance in the final product, since a single image can provide all of the surface coloration.

144
Thanks!

145
When build 1219 starts on my system, it opens a very tiny desktop window which is mostly off-screen at the top left. At first I thought its window wasn't opening at all.

Build 1215 starts fine: its initial window occupies most of the screen.

I'm running Anim8or with the traditional GUI colors.

What additional info can I provide to find the problem?

Here's my basic system info:

Computer: Dell Latitude E6510 laptop
          Core i7 Q720 (1.6GHz), 8GB; Win 7 Pro x64 (SP1), Aero GUI
Disk: PNY CS1111 SSD (480GB)
DVD: Hitachi HL-DT-ST GU10N -- Multi DVD Rewriter, Region 1
Display: 1920x1080 FHD, 60Hz (1080p)
Graphics: Nvidia Quadro NVS 3100M (512MB),  driver v341.44

146
General Anim8or Forum / Re: Adding Text to a model
« on: February 08, 2016, 04:48:20 pm »
Since you didn't provide textures with the original model, the model that kreator provided uses no textures.

The text on the port side of the revised runabout model is invisible in Celestia because its normals are reversed, pointing inward instead of outward. Hopefully you've learned how to fix that problem.

147
For those who said it worked OK, how long did you wait? And what type of  hardware do you have?

 It had been using 25% of the CPU on my system(*) for several minutes before I terminated it, but it was only using about 70MB of memory. It didn't even get so far as naming any objects.

----
 * -- I'm using build 1215 under Win7 on a 1.6GHz Core i7 laptop with Nvidia NVS 3100 graphics.

148
General Anim8or Forum / Re: Adding Text to a model
« on: February 06, 2016, 09:14:31 am »
For an example, you can inspect the textures and modelling to see how the lettering was done for the craft's designation at the rear of the fuselage.

149
A potential problem with the Lambert Cylindrical Equal Area projection is that it greatly reduces the resolution in latitude near the poles although the resolution in longitude is the same as for an equirectangular projection.  In most cases, where the camera is not looking directly up or down, that loss of resolution probably is OK.

150
General Anim8or Forum / Re: A One Sided Issue???
« on: November 02, 2015, 06:14:11 am »
You're very welcome. Please share some of the scenes you develop.

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