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Messages - RudySchneider

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1
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):

2
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. 

3
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.   

4
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.

5
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.

6
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 .

7
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!

8
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.

9
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.

11
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."

12
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.

13
General Anim8or Forum / Re: Why Can't I Generate A New Poly/Face?
« on: November 18, 2020, 10:42:14 pm »
Well done, Old Codger!  Experimenting pays off!

And as far as Edge Loops are concerned, the Anim8or manual only makes a slight, non-applicable reference to them, but calls them "circles."  But taken literally, it's a closed-loop of edges.  And moving the entire loop is equivalent to your moving multiple points.  In this case, it's moving all of the points on the loop.

Attached is another example of moving edge loops, and the affect it has on either subdividing or smoothing (both under Build) the object.  Note that subdividing gives you a cage, which you can then use to further deform the mesh.

14
General Anim8or Forum / Re: Why Can't I Generate A New Poly/Face?
« on: November 18, 2020, 04:05:50 pm »
As you will no doubt discover for yourself, you get varying results when smoothing.  However, another thing to learn about is the use of edge loops and the "tightening" of edge loops.  For instance here's some examples of smoothing 1x1x1-division and 3x3x3-division cubes.  In the bottom example, I've "tightened" the edge loops, which results in a tighter smoothed edge.  This also helps makes renders appear more realistic, because the rounded edges reflect light.

Oh, one thing I did forget to mention is that smoothing essentially adds more polygons, which in turn makes more work (and takes more time) for the render engine whenever you do decide to render an image.  That's why it's sometimes important to strike a balance between how "real" you want things to look versus how long it takes to get that look.

15
General Anim8or Forum / Re: Why Can't I Generate A New Poly/Face?
« on: November 18, 2020, 12:55:32 pm »
Don't beat yourself up about going down "blind alleys."  The best way to learn is by trying, failing, trying something else, failing again, trying yet something else again, until you either finally succeed, or you reach out to the forums for guidance.

And to reemphasize that, "if you ain't failing, you ain't tryin'."

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