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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 - sagedavis

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General Anim8or Forum / Re: Convert Image
« on: October 12, 2008, 10:45:36 pm »
I agree with Monex, the only way to get a good 3d object out of an image is to simply use build->reference and use that as your work space, HOWEVER, there are some things you can do to attempt to get a 3d object. You might find that tweaking will take just as long as having made it from scratch, but, here is an example from google
I also believe that there are some tools out there that will attempt to do 3d object (usually only ground mapping) out of greyscale images in bmp format. If memory serves me correctly terragen used to do this.

General Anim8or Forum / Re: Morph targets.
« on: October 12, 2008, 04:23:13 pm »
The easiest way to test out morphs and how they work is to;
create your morph target.
go to scene mode->build->add object and bring in the object that has the morph target with it.
Now, click the "Key Icon" to start the keyframing.
In the area in the bottom where you can choose what frame you are on, hit the "plus" signs until you see the name of your object, then expand the object by hitting that plus sign. You should see the morphtarget name there.

In this area, double click this morph target.
You will see the keyframe box pop up.
Click, "add keyframe" for "frame" make sure it shows "0" and for value, You can leave this at 0.
click ok.

Now double click again, to open the keyframe box, add another keyframe. make "frame" say 71 and put 1 for the value field.
click ok.
Now go ahead and play your animation and you will see the morph.

From what I understand 0 is neutral (so whatever your object looked like before adding a morph target), 1 means a hundred percent. You certainly can use other numbers between 0 and 1 to get anything in between, but you can also use numbers high than 1, and even negative numbers. Just experiment a little bit with it.
Hope this helps

General Anim8or Forum / Re: TEXT HELP PLEASE!
« on: October 10, 2008, 03:15:46 am »
Not sure if there is a tutorial on this, but, text is fairly easy to work with.

Open anim8or.
press shift+A to ensure that you are in Object/Edit
Press Shift+T to create text.

click in the workspace wherever you wanna start your text.
type your text.
click the arrow (select tool)

go to the build menu and click "extrude"... click OK.

You now have some 3d text...
experiment with that first then move on to other items like...

after typing your text and then selecting the arrow tool, double click the text and edit the font (...)

experiment with the extrude settings.
Hope this helps

General Anim8or Forum / Re: What kind of Anim8or are you?
« on: October 09, 2008, 07:09:57 am »
Wow, great posts and a lot of diversified talents going on.
For me, it's all about movie making. I haven't made one, but that's what it's about. I've made animations of small items, different objects, organic and non. Humans I don't do much of though :-( but want to learn.

Generally, the objects are just there to see how camera motion and lighting can work. I've done some really interesting work arounds for lighting effects, glowing objects and so on.

I don't generally stick 100 percent to anim8or. I tend to render the avi in anim8or and do as much as I can with the lighting, but, I tend to do a little bit of post processing in wax or jahshaka to add to it.


Anim8or v0.98 Discussion Forum / Suggestion - Relative Path - and
« on: October 09, 2008, 06:00:42 am »
For some reason, I have been getting more and more into portable apps. Actually, it really isn't without reason, I have way too many computers that I access, between home and work and friend's houses. Sometimes the flash drive I am working from is E: sometimes it's F: just depending on the day and what all is plugged in first.
Using a relative path for scripts and so on would be Fantastic.

I had actually thought it was already, because when you go to congfigure you see dots, which usually tells me that it means start here.

the second thing, does anim8or write to the registry at all? If so, is it possible to use a .ini file instead for anything that requires registry writes? this would make anim8or completely portable along with all of it's settings.

Just suggestions

General Anim8or Forum / Re: Scenes
« on: October 09, 2008, 05:47:39 am »
and adding to Rudy and -c's comments. has some great perimetric shape plugins for anim8or. The "plane" shape could be used for floors and walls very easily. That's what I generally use. There is also a "4walls" plugin on the same page. I have not used 4walls before so I can not comment.

Using the plane makes your render faster because one plane is only 4 points, 4 faces and 1 plane.
Hope this helps

General Anim8or Forum / Re: Fire?
« on: October 09, 2008, 05:42:04 am »
Also, while I LOVE Terranim8or, I wanted to point out to those of you who may not be familiar with some other great freeware out there.
Jahshaka is a video editor, and so is wax. Both are capable of adding fairly realisticish fire in a post processing session.

Wax can be found at
and Jahshaka can be found at

I highly recommend these for folks interested in using Anim8or to create video.

General Anim8or Forum / Re: Help!
« on: October 09, 2008, 05:35:56 am »
This may be just an issue with vista and your specific computer (graphics card type, opengl settings and so on), however, there is one other item to mention.
when importing .obj files, sometimes their visual size is either really large, really small, or has a whole bunch of points and faces.
Try the following.
Click the "eye" in object mode, then click the bottom left button on the tool bar which looks like a little 3d box (or just hold the shift button and the f key).. This should resize your field of view.

If your object shows up now, you then know it was just the object size

Anim8or v0.98 Discussion Forum / Re: linux
« on: April 30, 2008, 03:00:21 am »
I have a hard enough time getting my websites to work in both Firefox and IE, I can imagine how hard it would be to get anim8or to work in both Linux and Windows.

General Anim8or Forum / Re: tutourial
« on: April 30, 2008, 02:46:36 am »
you don't really, it's all up to steve what makes it to the site, but, I have created a site which is all about tutorials.
you may submit your tutorials (though, I won't host them, I don't have that much space).
If they are video tutorials try uploading them to youtube.

If they are just html/text tutorials, you can easily create a FREE account at one of the many blogging sites out there, such as, blogspot.

you can use camstudio (Can't remember the site right now), to record your actions (and narrate it too).

General Anim8or Forum / Re: frame speed.
« on: February 19, 2008, 12:44:16 am »
The frame speed for about 1 second is 2-3 seconds?
There are several places in the process that you can be talking about.
1.) the workspace is slow
2.) it takes 2-3 seconds to RENDER about 1 second of animation
3.) after you have rendered your animation you play back the video that you just created and everything is slower than it should be.

If it's the wrokspace itself, or the render speed, there isn't much you can do about it other than getting a computer with more ram faster processor and faster graphics processing (better graphics card), or just settle for using less lights, and lower poly images. The more lights and polys as well as shadow effects that you are working with, the more it drains on your resources.

If the problem is that your rendered animation is actually slow, it's because you missinterprated how the program works exactly.
In your preferences, you set your frame rate. Let's say regular movie speed of 24 FPS... and then click in "limit playback".
if It's 24fps, that means that, frame by frame 24 1 second has lapsed, by frame 48 2 seconds have lapsed and so on and so forth.

General Anim8or Forum / Re: Anim8or and Makehuman
« on: February 14, 2008, 05:00:08 am »
I've used Makehuman with Anim8or, but I've got 2 gigs of ram and I don't remember the specs on my graphics card off hand but it's got some good memory. I did experience some lag when using a makehuman object. You really do not have a way of lowering the pollycount on those objects.
It's all about how many points you have. You can try turning off any of the extra stuff in your object mode that you may not need while working with the object, still will get some bad render times for the end result, but those ready made humans sometimes are worth it.

General Anim8or Forum / Re: Physics engine?
« on: February 14, 2008, 04:56:26 am »
or go to and notice that it's the first link there, also, add the tutorials that you find online

General Anim8or Forum / Re: Some of my Feedback
« on: January 24, 2008, 04:14:40 am »
The answer to question 1 is simple.
You are adding the wrong kind of light.
If you add say, a spot light, you will notice that it is just like, well, a spot light, when you are on stage.
Lights attempt to work just like real lights (or as closely as can be done in a digital environment).

When a light is added, it is just like a lightbulb in your house. It doesn't always light everything in the room up, you will have dark corners and so on.

Now, your light on your computer generated scene is a little darker because, there are no "reflections" or "refractions" in anim8or (yet). The reason why one light in your house can appear to give off more light is because, as the light hits objects, those objects reflect some of the light (if they didn't your house would be a black hole, which I doubt).

The way to get around this is to create some extra lights near objects that you feel need a little more light than they are getting.

That was long winded for just one questions.

As for question 2.
your materials become dark when you render them because your material is dark... Try using a lighter texture, or bumping up your ambient and diffuse percentages.

you could just download the program (since it happens to be free) and try it, but, um... here's the skinny on wax (which I use almost exclusively)
You can import .3ds models (though it's functionality for using them to make an actual movie is somewhat nill, as you can't make any changes at all to these objects).
You can use a 3d plane and stick your video track on it, then resize that plane, and you will be able to size, rotate, position change opacity.

You can blur, you can use greenscreening (or any other color screening that you want).
Not sure what multiplying is/means but I bet it can be done.

The biggest problem with wax is it's learning curve. But, just like with Anim8or, if you take the time to go through a couple of tutorials, you will be able to accomplish quite a bit.

There is another software out there called Jashaka. It looks promising, and has a few features that wax does not. It is open source and can be found at

Jashaka's main issues are 1.) it's learning curve (it has tutorials and a help file though), and 2.) it looks like no one has done any work on it in a year or more. I am not sure if it's an abandoned project or not, but, if they are working on it some more, I can't wait for their next release.

Your best bet (for now) though is to use Wax, it's learning curve is a bit less than Jashaka's, and I find that, even though their message board is slow, you are more likely to get an answer to questions there than you will with Jashaka users.

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