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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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Topics - AlecJames

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General Anim8or Forum / AV1 codec
« on: February 22, 2022, 12:11:53 pm »
Is there an easy way to add the AV1 codec to the compression options for making a movie?  I had a google and found libaom (instructions) but looks like I have to build it myself. Even if I did, I'm not sure how I would install it. 

(Years ago I installed XVID MPEG4 and it simply appeared in the list and thats what I normally use but I want to test an AV1)

On build 1387 (and others)

Hi Steve,  I've found a minor issue.  Create figure with 1 bone, add to a scene, create a key on bone-y,  double click the key and delete it from the dialog, the controller disappears.  Closing and re-opening the project restores it. 

Anim8or v1.0 Discussion Forum / Object reference image disappears?
« on: May 31, 2020, 05:25:45 am »
I've seen this a few times now.  Object mode build reference image, default params, my image was a png 1186x633.

Over the top of the reference image create a small sphere, copy it ctrl+c, paste it ctrl+v; the reference image goes blank (I have to reload it).

I'm running 1378+

Finished Works and Works in Progress / Setting up for a gig
« on: May 30, 2020, 04:25:55 pm »
Sneaked out of lock down to the local park and set up some lighting and a screen ;)

This scene is a test in which Iím experimenting with lighting.  I havenít used lights much before Iím thinking about a music video at night, so I need to get better animating lights.

General Anim8or Forum / How big should it be?
« on: May 27, 2020, 02:17:04 pm »
I've started planning out a new project and I need a stage in a large hall or field.  But I will also have small objects on the stage that I want to zoom in to.

In Anim8or I usually use 1 anim8or unit = 1cm. With this scale my floor object is 3656 x 4350 anim8or units - big.  The smallest object of interest on the stage will be 1cm ish, but I still want to see the detail if I zoom to it.

When I rendered a long shot the image was blank because I forgot to extend z far.

I started to wonder if there are other problems waiting to catch me out if I work with large objects, or if I change it, working with small objects. 

Is it best to use a smaller scale, e.g. 1 anim8or unit = 10cm, or doesn't it really matter? 

Anim8or v1.0 Discussion Forum / Cannot edit file material properties
« on: January 30, 2019, 02:55:41 pm »
I've started a new project - :)

@Steve: I'll post anything repeatable that I think maybe a problem (I hope there aren't too many operator errors)
Build 1348: I open a new file. Create a file material (red).  Create an object material (blue). Go back to the file material, I canít select it, I canít open it to edit it (double click does not work).

I'm putting together my entry for the Other Worlds 30S animation challenge in the facebook group.

The story line is a cooker, called Other World 44, blows up and ends up in Orbit, meets some satellites, then falls back to earth.

My animation will be built from 4 sets Ė Kitchen, Outside house, going to Orbit, In Orbit

Kitchen is coming on but there are loads of objects to make for the introductory visual explanation:

The automated stirring contraption gives OW44 arms that I will use later:

Outside the house (very short scene) I havenít started but Iíve got idea for what it will be.

OW44 going into Orbit (very short scene) I have a rough sketch

In Orbit - very few objects to model but more animation and interaction, OW44 will interact with 2 satellites although there are 6 satellites in total:

Test render of the opening in Orbit scene:

General Anim8or Forum / Smooth / corner keys on the time track
« on: March 30, 2018, 08:26:34 am »

I thought your file posted in ongoing anim8or development as an example of a hair pin on the camera path was empty but then I realised the camera is moving :)

You have 3 keys in the time track and you want the camera to move from the first to the third with the second as a corner, no looping like a hairpin as the camera moves through key 2.

(@All, please jump in and correct me if I get any part wrong.)

The camera follows a Bezier curve (or similar) path from key 1 through key 2 and on to key 3.
Key 2 is a ďsmoothĒ key.  From the manual section 8 Animation:

There are three kinds of keys: corner, smooth and step. Smooth matches the direction and speed that the value changes as it passes through the key. It is what you usually want when you are animating and is the default. Corner keys can have different incoming and outgoing speeds and directions. You would use this where a bouncing ball strikes the ground. Step keys are like corner keys but allows the value to change abruptly. You would use this to make a character suddenly change positions.

You need to double click on the middle key (2) on the time track and change its type to ďcornerĒ.  This means that when you open the graph editor you can change the speed and direction of the path through key 2.
Open the graph editor, it shows the current path taken by the camera. If the camera position controller is selected in the time track, which it will be if youíve just changed the key type, the graph editor will open with the camera position key selected on the left and the path shown on the right.

On the left of the path is key1, middle is key2, right is key3. If you double click the middle key on the Z path, its properties will open, close the properties dialog and you will see two handles attached to the middle key. If you left click & drag these handles you can change the shape of the curved path, even make it a corner.

It that what you meant?

General Anim8or Forum / UV mapping problems
« on: March 25, 2018, 04:46:26 pm »
A problem that seems to recur and I'm not sure I understand what causes this yet.

2 symptoms -
1) In a mesh, a face looks darker than those around it; the angle between the odd one and the others are all similar
2) When I import the mesh into road kill there are extra edges and faces

It looks like I have 2 edges between 2 points and then 2 faces one on top of the other.  Sometimes when I double click a triangle face it says there are 4 edges (quads sometimes have 5 or 6 edges).

Sometimes a similar problem is caused by 2 points at the same location but I can fix that by selecting the whole mesh and merging points.

When I have the double edge problem, it's hard to find the edge that's doubled and fix it.  Is there a quick way to find / fix these edges / avoid them in the first place?
thanks A

Anim8or v1.0 Discussion Forum / Scanline render crashes
« on: January 26, 2018, 05:47:21 pm »
Hi Steve,
Anim8or stops responding in a scanline render in the attached.

OpenGL Vendor:   Intel
OpenGL Renderer: Intel(R) HD Graphics 4600
OpenGL Version:  4.2.0 - Build
OS Version:      Windows 7 Service Pack 1 (6.1) build 7601 (64 bit)

thanks for all your hard work

General Anim8or Forum / Shadows
« on: January 26, 2018, 04:21:40 pm »
When I enable casts shadows in my light I see shadows in an ART render.  The object's casts shadows and receives shadows check boxes do not have any affect.

I don't see shadows in scanline or opengl renders, at all.

Is that the current functionality of shadows or should I be able use the object's casts shadows and receives shadows to change the way shadows appear?

Finished Works and Works in Progress / Merry Christmas
« on: December 20, 2017, 02:38:13 pm »
You may remember last year I created a video Christmas card for my work colleagues.  I've made another this year.  I intended to do less animation and from further away in an attempt to reduce the time required but I'm not sure I achieved that.  There are loads of tweaks I could do, particularly with Micky's hand gestures while he is talking, but I felt I had to make do with the first "that will do" or I wouldn't finish before next Christmas.  At the start I also felt that the story wasn't that great - I was trying to do Dickens' a Christmas Carol in 5 minutes while swapping in as many cash machine / company references as I can.  At the end though, I am pleased with how it has come together.

Any Santa / Micky is an anim8or created overlay (chroma keyed)
The window blinds are an anim8or overlay
(If I did it again I would have anim8ed the boxes falling off the window sill, there is a gap between the boxes falling and the blind moving because I can't let the boxes appear in front of the animated blind because the chroma keyed overlay is infront of the boxes in the video.)
The ghost of Christmas yet to come is a hacked stl model that I found on the net, hacked and made into an overlay in anim8or.  I can let the racks appear infront of the ghost because neither are moving so I have a static chroma key mask to make the overlay appear to be behind the racks.

Merry Christmas :)

Anim8or v1.0 Discussion Forum / Frame miss behaves in 2 views?
« on: December 09, 2017, 05:44:57 pm »
Hi all
In 1.0b; scene mode; 2 views; set the left view to camera, set the right view to Right.  If I click in the right view to set it in focus and press f to frame, the left camera view changes.  It looks like the camera FOV has changed, sometimes when I click the left camera view it corrects itself, other times I have to close / reopen anim8or.

Frame (f) seems to affect both views when using 2 views?  Should it just frame the view in focus?
Should frame have any affect in a camera view?
(3 views is similar)

General Anim8or Forum / Folding paper around a drum
« on: September 18, 2017, 07:30:05 am »
I want to animate a sheet of paper going through a mechanism - like a sheet going through a printer.  I'm trying different methods and I'm stuck on an issue that I've hit a few times -

I've made a mesh 78x0.5x156 (12x 16z divisions) and I want to rig it with a string of 12 bones.  I want each bone to influence a strip across the width of the paper. 

When I choose bone influences the influence zone is set by a tube - I cant flatten the tube to influence the strip of paper (- am I correct or is there a way?)

So I use painted weights.  I need each bone influence to be painted across the width of the note.  This is where I struggle, I need a steady hand to paint a straight stripe and a keen eye to tell when the strip for each bone is not 100% influence - otherwise when I move the bone position the paper distorts because other bones still have a small influence.  (I use influence 1.0 with a brush smaller than a face) By trial and error I get a better results but is there an easy way? (e.g. It occurred to me that if I understood the weights syntax in the anim8or file I could edit it to get the desired strips)

Is there an easier way?

When I paint weights, is if affecting the points or the faces?  What I mean is for best results, should I be trying to paint stripes on the centre of the faces or along the edge points?

General Anim8or Forum / Can I change the default orientation?
« on: February 23, 2017, 03:25:54 pm »
If I have an object 'A' in object editor and I rotate it to -90, 0, 0 it is now oriented so it looks the same as object 'B' whose orientation is 0,0,0,

Can I change the default orientation of A so it now has an orientation of 0,0,0?

I tried cut and paste back the object, I tried to rotate the 'object /axis'.


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