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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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 71 
 on: December 30, 2017, 07:55:51 am 
Started by davdud101 - Last post by fefe01
I also have a similar problem. I rigged the model with the default name of the bones, and after that,  I animated it. to make the animation easier, I had to rename the bones. so I went back to figure mode and renamed the bones (e.g: bone06   -> leftArm). After that, I went back to scene mode to reanimate the model. the bones could not be able  to be renamed and also locked. so, i tried to unlock them but as soon as i unlocked them, the program just crashed.

 72 
 on: December 30, 2017, 04:31:52 am 
Started by fromsoysauce - Last post by Arik_the_Red
Great looking model, ~sauce ;-)

 73 
 on: December 30, 2017, 04:29:16 am 
Started by selden - Last post by Arik_the_Red
Wow... that's a LOT of stuff on that website!  A lot of work!

 74 
 on: December 30, 2017, 04:21:25 am 
Started by CoriDavis - Last post by Arik_the_Red
Cori, great to see you pushing forth with your works!  This is an awesome and fun thread!  Good stuff all!

 75 
 on: December 30, 2017, 04:10:03 am 
Started by sachem - Last post by Arik_the_Red
This here's some right phenomenal use of the ol' birdy!  Great stuff!

 76 
 on: December 30, 2017, 01:06:26 am 
Started by Arik_the_Red - Last post by Arik_the_Red
...and, just because... a fun animation (not mine...)


 77 
 on: December 29, 2017, 09:49:46 pm 
Started by Arik_the_Red - Last post by Arik_the_Red
Updates.... piecing head together as I mesh it up... Had to rebuild it because I try to keep two versions - a rough one for working, a smoothed one for visualizing final creation... and I accidentally saved the smoothed test over the base rough build file...




     Rendered figure     

         


     Rough

         


     Smoothed

         
         

     With Bones visible (eyes closed)

         


     With Bones visible (eyes closed)

         

 78 
 on: December 28, 2017, 07:06:23 pm 
Started by Nellucnaiv - Last post by Nellucnaiv
Hi all,
I have a guard with morph targets for various actions. I would like 2 of these guards in a scene but mirrored. Is it possible to mirror an object /s and have mirrored morph targets? Anyone with an idea would be appreciated.
Thanks in advance, Ian

 79 
 on: December 28, 2017, 11:52:10 am 
Started by NoobJens007 - Last post by thecolclough
...something that could always be improved (especially amongst Anim8or users, as we're so caught up with making decent looking characters that we don't think about it) is the camerawork, making the camera move in a way that feels natural and stuff.
that's certainly true.  i think the camerawork in Swobu #1 works fairly well, as the movements are relatively subtle and are close to how a handheld camera could move in real life.  to be honest, i've shot live footage that had much messier movement than that!  but i've seen plenty of other CGI projects where the camera flits and floats around as if it doesn't weigh anything and isn't attached to anything, which can seriously detract from the realism of the videos.  i guess the bigger and more complex the video you're making, the more this ends up being an issue you need to be aware of.

a good-quality real-life camera will weigh at least a kilo or two, with higher-end cinema cameras clocking in at several kilos.  when you're setting up a shot, it's always good practice to think 'how heavy is my camera?  what's it attached to?  how will that let it move?'  if it's on a tripod then it can't move at all (only rotate); if it's on a dolly track then it can usually only move in a straight line; if you're going for a big swooping aerial shot then you should think about the physics of how a crane works or how a helicopter flies.  handheld shots give you all sorts of flexibility, but it's still worth stopping to think how big your virtual 'cameraman' is relative to the subject, and what s/he's having to do with their body to get the camera in position - are they crouching down, standing on tiptoes, or...?  in this video, for example, i'd guess one of two things: either the cameraman is another orc, and he's standing on a box or something to give him a bit of height relative to Swobu, or he's human and is just taller.

for more complex scenes, it's also worth reading up on things like the 180-degree rule (aka 'crossing the line') - https://en.wikipedia.org/wiki/180-degree_rule

when your main interest is in the character animation, this sort of thing can seem like a bit of a faff, or even an unwelcome distraction, but it's worth taking the effort to get your camerawork right as it adds a lot to the overall effect of your on-screen storytelling.  :)

 80 
 on: December 28, 2017, 02:22:26 am 
Started by sachem - Last post by davdud101
I'm having a heart-attack loking at this AMAZiNG art (or should I say.. ART!!!!) SUPER nice stuff m8!

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