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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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 61 
 on: November 29, 2017, 06:42:14 pm 
Started by Nellucnaiv - Last post by kreator
anim8or renders frames from zero onwards , so ideally you should start frame0 to 10 then 11 to 35 followed by 36 to 70.

Have no idea regards windows 8 bypassed that version and am using windoiws 10 without any problems.

 62 
 on: November 29, 2017, 03:39:54 pm 
Started by Nellucnaiv - Last post by Nellucnaiv
Hi all. I have been working hard on a project with my Candlelit Hallway and my robed.....man?
I have been using Anim8or V0.98 and have been dubious about switching to V1.0 but after seeing it contains a "Fast AA" setting for rendering, thought I'd give it a try.
Firstly, in V0.98 I have been rendering using ART at an AA setting of 4 and 16:9-1280 x 720. Some really close up talking and facial expressions have taken an hour per frame to render. I've also had a problem with unexpected jumps after rendering. When I do an Open GL render, everything flows smoothly but when I render say 10 - 35 followed by 36 - 70, ocassionally eg 35 & 36 don't match exactly, hardly noticeable at times but others pretty bad. Anyone experienced this or have any ideas?

Now, about Anim8or V1.0.
I'm running Windows 8.1 and find it all works....until I hit Scene mode....Anim8or has stopped working and needs to close. I tried a new empty file and go to Scene mode no problem. If I try and import my hallway scene.....Anim8or has stopped working and....well, you know! I'd really appreciate any advice on any of the above or possibly faster ways to render...without jumps :)
Thanks in advance, Ian

 63 
 on: November 28, 2017, 10:12:37 pm 
Started by fromsoysauce - Last post by AlecJames
Looks really good  :)

 64 
 on: November 28, 2017, 03:43:53 pm 
Started by fromsoysauce - Last post by neirao
beautyfull! :)

 65 
 on: November 27, 2017, 06:46:25 pm 
Started by fromsoysauce - Last post by fromsoysauce
Decided to try do fan-art, other people's characters to expand my comfort zone on 3D modeling aspects of design. I try to make sure that she stays recognizable from the source material, but drawn in a way that she also would not look out of place standing next to my classic characters. Though I did make a few creative liberties with the design, I tried otherwise to be quite faithful to the official depictions of her.


 66 
 on: November 25, 2017, 12:40:54 pm 
Started by fefe01 - Last post by fefe01
Hello everyone! I do apologize for some complaints that I made which appeared as criticisms to anim8or programme; I was wrong.
About, the Z limit function, I am working on it now. I found its setting in the view menu. I am going to look for the other setting in the renderer now. Thank you for all the replies guys! :)

 67 
 on: November 25, 2017, 10:31:29 am 
Started by fefe01 - Last post by Nellucnaiv
Hi all. Just to clarify things a little here, yes fefe did contact me concerning workspace. However this was a private conversation. I personally don't agree with criticizing a programme that is free and sometimes we see problems because we simply don't know all there is to know about this brilliant programme! Thanks for the advice Claude. I was also unaware of the settings you have mentioned, definitely take a look at them :)

 68 
 on: November 23, 2017, 05:14:15 pm 
Started by fefe01 - Last post by fefe01
Thank you very much Claude for the pieces of advice! I've never seen that menu. May be that will help. I am going to give it a try! :)

 69 
 on: November 23, 2017, 02:17:36 pm 
Started by fefe01 - Last post by Claude
-In menu Options,check Float time track.
-In menu View/Z Limits,you can adjust zfar and
 znear of the  viewport.Try to keep the same zfar/znear
 ratio.The precision of the Z buffer is limited.You
 could end up with artefacts caused by Z fighting.
-In menu Render/Render Image,you can also adjust zfar
 and znear for the renderer.I don't know much more
 about it.Experiment and see if it helps.

 70 
 on: November 23, 2017, 08:54:50 am 
Started by fefe01 - Last post by fefe01
Hello everyone!!!
Nellucnaiv and I talked about this topic and I realized that it is not only my problem but for everyone. I am going to expose 2 problems:
 - the first problem is about the workspace of anim8or which is too little. when you want to expand the edit track in order to see all the morphs and stuffs, the views become really tight. I sometimes try to zoom in and move the views but as soon as I alter a key, it zooms out again.  :( I think it would be great if Steve makes the edit track float like the graph editor.
 - the second problem which I found really annoying is that Anim8or 3d space is little.  I personaly often model landscapes and if I want to see things in detail, I should scale it far bigger than the camera FOV(field of view). When i scale it in a big size, the object just get cut(some part of the object becomes invisible/ hidden beyond the space limit)! Of course I used the green circle by clicking the center mouse button and moving it to see the other parts, but the problem is that when you want to see the other parts, the previous parts will get cut. So, the user can't see the whole object. The hugest problem is that the image in the camera box which has the cut object is applied in the rendered image and video too, which makes the video really annoying. You can't see the whole object in the rendered image and video (scanline renderer). I really like using scanline! I think that Steve or Raxx should do something about it because users can't keep animating models in a limited space. Personnaly, I am a landscape modeler and I model wide landscapes.
I have uploaded a video in youtube which shows this problem. and notice how the hidden part of the forest appear. I have even modeled a mountain not far from the forest but the space limited it and it didn't appear. I would appreciate any feed-back.
&feature=youtu.be[/youtube]
youtube.com/watch?v=567pIPaVJsk[/youtube]&feature=youtu.be]https://www.
&feature=youtu.be

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