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News:

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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 31 
 on: January 06, 2018, 08:30:10 am 
Started by fromsoysauce - Last post by fromsoysauce
Thank you, I have spent a lot of time mastering my craft!

 32 
 on: January 06, 2018, 12:45:34 am 
Started by Arik_the_Red - Last post by ENSONIQ5
Thanks Kevin for the link, much appreciated, and thanks Arik for your support!  All my modeling is done in Anim8or, I'm yet to find a better modeler to be honest.  Its tools are simple but utterly free of malarky, and the ability to wrangle multiple objects within a single project is absolutely crucial to creating really complex models without going insane.  For example, the hotel ('Hotel2.jpg') is a single huge model built entirely in Anim8or.  I can't overstate the importance of being able to build elements in an uncluttered 'workbench' object before cutting/pasting into an 'assembly' object for eventual export to Carrara for rendering (and adding plant objects).  This simple ability is conspicuously absent in many other modelers, forcing the artist to construct and assemble meshes in a single, increasingly complex workspace.

The only reasons I render with Carrara rather than Anim8or relate to speed and material complexity.  Anim8or's ART renderer makes really beautiful images but isn't fast enough for our production requirements.  I also prefer Carrara's very powerful material editor whose channel-mixing functions are capable of almost infinite complexity and control in surface texture definition.

Of the five attached stills:

EngineRoom4: Modeled by team member Daniel Maland, I'm not sure what modeling software was used.  I added the graphics to the display consoles, lighted and rendered.
HershelCorridor: Modeled in Anim8or with the door/frame element supplied by Daniel.  Rendered using mirror elements to extend the length of the corridor.
KofiAnanBridgeTest1: Modeled in Anim8or with some elements supplied by Daniel.
Hotel2: Modeled entirely in Anim8or with plant elements added using Carrara's plant generator.
SlaveQuarters3: Primary model/set provided by Daniel, foreground container elements modeled in Anim8or.

In all cases, materials, lighting and rendering was with Carrara.

 33 
 on: January 05, 2018, 11:04:16 pm 
Started by Arik_the_Red - Last post by Arik_the_Red
Those unfamiliar... Mission Backup Earth would NOT be here, frankly, if not for Anim8or.  A core of Anim8or designers were integral to the initial concept development for this project, and if not for that core, the 3DCG team that Mission Backup Earth is highly dependent upon would likely have never taken off.  Even to this date, Tony (Ensoniq5) is the powerhouse of the 3DCG team, I believe still doing much if his basic model-building using Anim8or, prior to porting it to other production software for the higher-end works. 

I think this is significant because MBE is an internationally viewed, well-received and highly recognized webseries within its circle of peers.

Actors and stage folk behind, I believe Tony is right near to the Mission Backup Earth creator Alexander Pfander himself in importance to this ongoing webseries project.

You're awesome, Buddy!

 34 
 on: January 05, 2018, 07:01:13 pm 
Started by Arik_the_Red - Last post by kreator



Edit: After several unsuccessful attempts to link to the Mission Backup Earth YouTube channel I have given up!  No doubt I am doing something wrong, if you want to check out recent episodes just search for "Mission Backup Earth" in YouTube.


There you go Tony

 35 
 on: January 05, 2018, 02:02:35 pm 
Started by Arik_the_Red - Last post by ENSONIQ5
Hey all.  It's been a while since I've posted in this thread, but just wanted to provide an update.  The Mission Backup Earth project is still going strong with many episodes online and several awards in the bag from around the world :).  Working with David Prowse (Darth Vader) was a real highlight, credit to Alex (writer, director, producer) for making that bit of magic happen!  We're always spruiking for new talent, specifically animators and renderers as this is always a bit of a bottleneck, so PM me if you'd like to get involved.

Below are some stills from recent episodes, most of which were constructed in Anim8or.  Some models were contributed by team members from around the world using a range of modeling systems and all were rendered in Carrara.

Edit: After several unsuccessful attempts to link to the Mission Backup Earth YouTube channel I have given up!  No doubt I am doing something wrong, if you want to check out recent episodes just search for "Mission Backup Earth" in YouTube.

 36 
 on: January 04, 2018, 10:39:52 pm 
Started by ZoranVedek - Last post by Steve
You might be able to find an updated driver on the Nvidia website, but don't know if they still support it.

 37 
 on: January 04, 2018, 07:44:48 pm 
Started by ZoranVedek - Last post by ZoranVedek
It  very  well  could be,  it's a buggy old onboard Nvidia...

Geforce 6150SE nForce 430/integrated/SSE2

V2.1.2




 38 
 on: January 04, 2018, 06:47:09 pm 
Started by ZoranVedek - Last post by Steve
ZoranVedek: I'm having trouble reproducing the bug. It may be a bug in your graphic chip's drive. What graphics chip do you have? See the About->SystemInfo menu command under "OpenGL Renderer" and "OpenGL Version".

 39 
 on: January 04, 2018, 10:42:11 am 
Started by ZoranVedek - Last post by thecolclough
on a related note, v1.0 also adds the ability to type orientation values directly into the cylinder editor (and the same for other elements within an object), which i find enormously helpful

 40 
 on: January 04, 2018, 01:27:29 am 
Started by ZoranVedek - Last post by ZoranVedek
Easily duplicated...

....open  0.98,  add a reference image from  the drop down,  put any  generic image on it,  build a model,  convert the model  to  a mesh,  save the file, open it back up  in  1.0, all of your models now have the reference image as their texture.

Deleting the reference image will  set everything back  to normal.  You can even  delete and hit ctrl+Z and everything stays normal,  but for some  reason it assumes the non textured models should link  to  the the image on the reference plane.

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