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News:

I've made the current development version of Anim8or available for feedback. See the new forum "Ongoing Anim8or Development" for details.

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 1 
 on: Today at 08:39:07 pm 
Started by Steve - Last post by Trevor
Aww that's a bummer...

Id have thought the renderer would have been multi-threaded. it would still work on a single core 98 box since the OS takes care of threads and which core to run them on.

My idea of multi-threading the renderer would be to divide the render-view into a grid and each grid-square render on a separate thread.
For each grid as soon as 1 pixel gets a colour, fill the square with that colour, repeat for each corner of the square then divide up the square into 4 rendered pixels etc., etc. until the frame is fully rendered (or stopped).
You could set a menu option for the number of grids. (thereby limiting the number of threads to a user amount for large images)
It would be up to the user to choose either (in my case) 16 threads, each logical processor would run at 100%, or use more for a finer grid but incur OS latency in thread switching.

Trev

 2 
 on: Today at 03:20:44 pm 
Started by TBK_Jo$hu@ - Last post by TBK_Jo$hu@
I have no problem doing this in figure mode, but idk why but it doesn't allow me to fully rotate the bones to my desired position. I did all the steps in both modes like turning on the rotation limits to the right settings and such. I can rotate it in side view but not in the direction for front view. Any help is proudly approbationallized. XD

 3 
 on: Yesterday at 10:21:22 am 
Started by fromsoysauce - Last post by aimeusdietger
Hey there, everyone! My youtube fans have been wanting me to get back into making an8 tutorials, but I've been hesitant to do it because I wanted to do it with some good fun production value.

An idea that's been floating around in my head is to have the tutorials actually feature a fully animated cute character that just flies in from time to time to give the whole series a more episodic show and pseudo story and not simply a tutorial series.

Of course, if you remember me, you also remember that I specialize in making "anime girls" So I was thinking of translating Steve's Robin into the design of cute and quirky anime girl "An8-Chan".

If you have any suggestions for design elements that you think would work well for the character let me know. Or if you think this idea is just silly weeb trash, feel free to let me know that too.

This is definitely a great idea, not trash at all. Whatever you do just try not to oversexualize your anime character. I've noticed this is a huge factor in most anime figures and it gets kinda monotonous. Fun and quirky will do just fine. All the best.

 4 
 on: Yesterday at 12:01:47 am 
Started by Steve - Last post by thecolclough
I believe multithreaded means it uses a seperate thread to render than the one it uses for UI, so the UI is still responsive. I believe the renderer is always single threaded
yep, that's exactly it.

...so, anybody wanna join my campaign for actual multi-core rendering?  Trevor sounds like he might be interested?  we'll have placards, and t-shirts just as soon as i can get them printed, and hopefully a campaign cake... 8)

 5 
 on: February 20, 2017, 11:25:15 pm 
Started by Steve - Last post by danielstritt
I believe multithreaded means it uses a seperate thread to render than the one it uses for UI, so the UI is still responsive. I believe the renderer is always single threaded

 6 
 on: February 20, 2017, 08:48:48 pm 
Started by Steve - Last post by Trevor
Got a suggestion or is it a bug? - Reading on Multi-threading this should already be happening.

Multi-core processing.

When using An8 on my new CPU I notice that only 1 core is ever used.

Ive checked the Multithreaded menu option but no difference

Trev

 7 
 on: February 20, 2017, 06:33:09 pm 
Started by TBK_Jo$hu@ - Last post by TBK_Jo$hu@
thx for the help guys ;)

 8 
 on: February 20, 2017, 10:23:41 am 
Started by benzjie - Last post by benzjie
bit late but......thanks NickE, great work

 9 
 on: February 20, 2017, 07:06:47 am 
Started by TBK_Jo$hu@ - Last post by kreator
Click the root bone first....to get started then the bone you wish to manipulate, the active bone displays a cube to start

 10 
 on: February 20, 2017, 03:17:57 am 
Started by Raxx - Last post by davdud101
Random thought while skinning a character - the wireframe of the model ought to be white or grey before weights are applied to avoid confusion with colors

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