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Ian Ross has just released a book on Anim8or. It's perect for a beginner and a good reference for experienced users. It contains detailed chapters on every aspect, with many examples. Get your own copy here: "Anim8or Tutorial Book"

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Messages - RudySchneider

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1
Finished Works and Works in Progress / Re: Vaporwave Jesus
« on: December 25, 2023, 01:15:12 pm »
VERY nicely done, Cori!

2
General Anim8or Forum / Re: Hello Again
« on: October 20, 2023, 02:19:21 pm »
Glad to hear things are more or less sorted.  I have no doubt you will once again hone your skills with Anim8or, much like riding the proverbial bike. 

3
Finished Works and Works in Progress / Re: Wedding anniversary video
« on: July 09, 2023, 12:06:25 pm »
Great work!  Just goes to show what a bit of imagination can do!

4
I particularly like the "mouth" on top of the bishops  ;)

Ummmmm, I believe that's a mitre, the type of head covering bishops wear (see https://en.wikipedia.org/wiki/Mitre):

5
Finished Works and Works in Progress / Re: Imagined Engines
« on: November 20, 2021, 12:43:21 pm »
Definitely a Rube Goldberg-esque device, but VERY kinetically pleasing to watch. 

6
General Anim8or Forum / Re: Rendering time
« on: November 18, 2021, 12:37:44 am »
I think you probably already know the answer to that, since that's what you're experiencing.  As has been mentioned to you before, the more polygons there are in a model or in a scene, the more computations the renderer must make.  More objects means more polygons, so longer render times. 

There are certain "tricks" that you may be able to use to help reduce render times for these scenes, like "freezing" a background, but that depends on how much movement your camera and/or subject makes within a scene.   

7
Finished Works and Works in Progress / Re: My projects in progress
« on: August 24, 2021, 01:36:18 pm »
Meh...
The size of the file has some relation to its complexity, but a better measure is to select (in Object Mode) each object that makes up your scene and then click on Options/Info, which will tell you how many Faces (polygons) it has.  For instance, a simple cube has 6 Faces, as shown in the attachment.

8
Finished Works and Works in Progress / Re: My projects in progress
« on: August 22, 2021, 01:18:42 pm »
mrbeaver.07 ---
One thing that can make renders take a long time is lots of ploygons, because the renderer has to account for each and every one.  Some of your characters look like you've applied a lot of subdivisions.  Unfortunately, while subdividing can really help to smooth objects, it also adds a LOT of polygons.  While a little subdividing may be warranted, subdividing more than once REALLY bumps up render times!

The best way to reduce the amount of subdividing is to model shapes properly in the first place.  This is not always so easy, but you'll reap rewards in lower render times.

9
Finished Works and Works in Progress / Re: Question about rendering
« on: July 31, 2021, 05:06:48 pm »
Of course you can, that's what multi-tasking and sophisticated operating systems were created to do.  Of course you understand that, since Anim8or's rendering is completely CPU-based, render times will take longer if you are using other CPU-intensive applications (such as gaming).  Simple Internet browsing takes up fewer resources .

10
General Anim8or Forum / Re: Probably Stupid Question: Posing A Figure
« on: December 30, 2020, 03:05:37 pm »
Ah, a head-smack moment.  Not to worry, I've had PLENTY of those myself!

11
General Anim8or Forum / Re: Probably Stupid Question: Posing A Figure
« on: December 30, 2020, 01:33:45 pm »
First off, think in terms of what makes up the object you want to animate.  Does a house come complete with doors, windows, curtains, tables and chairs, lamps?  No, these are all separate entities that one "constructs," and each may be manipulated separately.  It's also important to be mindful of "parenting" objects.  That is, the house is the parent of a door.  This way, if you must move or reorient the "body" of the house, all of the objects it "parents" move along with it.

Not that it's a particularly good example, but here's a little animation I threw together in 2012, which has multiple "generations" of parent-child relationships.

Oh, I suppose I should also mention that there are no bones used here.

12
General Anim8or Forum / Re: Ethical Question
« on: December 30, 2020, 12:46:03 pm »
If it's not copyrighted material, it's definitely not a cheat.  Besides, there are PLENTY of free videos and models available that one could "reverse-engineer" in order to gain valuable insight to methodology and techniques.

14
General Anim8or Forum / Re: 2 Possibly Dumb Questions
« on: December 09, 2020, 01:02:32 pm »
Old Codger ---
I agree with davdud101 and johnar, that while materials and texturing are important, much of the "realism" you see in renders is due to attention to lighting.  And in that regard, it's important to use "real" lighting.  That is, there is no such thing as "ambient" lighting in a photo shoot.  The type of light source, and the falloff of lighting --- that is, its intensity diminishes with distance --- are important.

I "used to have" several Anim8or projects (on a computer that crapped out) for which I also had some rather good renders, and I remember "in the old days" that a couple of Anim8ors had some excellent models and renders of automobiles, but here are a few hobby projects I did using LightWave some years ago.  Granted, each may not be in a realistic setting, but my intent at the time was to get a certain "look."

15
General Anim8or Forum / Re: Textures & Materials: Make Or Break Question
« on: November 23, 2020, 03:59:30 pm »
A simplistic answer is, "Yes, you can do pretty much anything" you want to do in Anim8or, though it may sometimes be a bit more work, especially when you are new (as with any application).  For instance, here's a real quick cube I made with several panels of different colors, and two panels with JPEG images as textures.

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