Anim8or Community

Please login or register.

Login with username, password and session length
Advanced search  

News:

An update to Anim8or, v1.00b, is available with a few bug fixes. Get your copy HERE. See the "ReadMe" file for details.

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - davdud101

Pages: [1] 2 3 ... 69
1
You can connect any two points in a mesh with the "Add Edge" tool. Click on the first point, press the Ctrl key, and drag to the second point. See Adding Points and Edges in the manual.

Oops! The manual doesn't show the Ctrl option that I mentioned!!! But it works. I'll update the manual!

Honestly Steve, I'm not sure why but I've almost never used the add edge tool - even though it's been there since day one! Maybe I felt the knife tool 'cuts' in a more authoritative way, but now I know Add Edge can be used for that with far more precision! Thanks :)

(and yes - after over 10 years of using Anim8or I feel pretty dumb  :-\ )

2
I posted about this a while ago but I'm struggle with it again...
I have an objects whose physical center, bounding box, and 'crosshair' are all located at a location (roughly [-14,-1,0])
YET the coordinates OF the object read [0,0,0]. As far as my understanding goes, the physical location of this object is NOT the origin, and I've never moved the points themselves independent of the object's own origin, so I don't get what's happening.

Strangely, if I group the object with itself (so, just clicking on it and clicking 'g'), it suddenly shows with correct coordinates even though the object's center hasn't changed.

Not sure what's going on here. ???

(not a huge deal of course but I've had the issue before, and now I think it *might* actually be a bug?)

3
Finished Works and Works in Progress / Re: Some of My Old Works
« on: July 19, 2020, 01:01:40 pm »
Really REALLY good stuff bobg!

4
Ongoing Anim8or Development / Re: Lip Sync Tool
« on: July 14, 2020, 03:50:46 pm »
Alter Ego is a free vocal synthesizer.

It is specially tailored for musical needs Ė simply type in your lyrics, and then play on your MIDI keyboard. Itís a true synthesizer, the sound can be extensively modified for easy and expressive performances.


But I might redownload and try again.






I will have to admit - I gave it a try a while back (big into music production for almost a decade) - I couldn't figure it out at ALL... admittedly I didn't try any tutorials or anything. But it doesn't seem very tailored to the casual user who just wants to dip their toe in speech/vocal synthesis

5
Finished Works and Works in Progress / Re: Mystery Gadget
« on: June 27, 2020, 01:12:54 am »
it's like a cross between a plumbus (possibly nsfw?)...


I hadn't intended it to resemble anything NSFW at all! It's just a nonsense gadget. Maybe I need to be more careful about what I post.

Lo sorry - I meant the 'plumbus' from the show Rick and Morty could be considered a bit of an odd and interesting design that could 'raise some questions'. but just that it has this somewhat 'outer space-like', foreign design that feels very much like something from science fiction.

Sorry if what I said could be misconstrued - it's a cool model with unique design!

6
Finished Works and Works in Progress / Re: Mystery Gadget
« on: June 26, 2020, 11:19:20 pm »
it's like a cross between a plumbus (possibly nsfw??) and one of those stacking ring toys for kids. Cool!

7
Is there any way to select two points and have Anim8or basically cut across/connect them like the Topo knife?

I wondered about this for a while, often times to avoid weird geometry issues I end up needing to cut across faces to create more lines on a model. Sometimes this can be unorthodox with setting the right view angle.
Why not use the connect points tool or maybe select the edges and use the connect edges function?

Is there any way to select two points and have Anim8or basically cut across/connect them like the Topo knife?

I wondered about this for a while, often times to avoid weird geometry issues I end up needing to cut across faces to create more lines on a model. Sometimes this can be unorthodox with setting the right view angle.
Why not use the connect points tool or maybe select the edges and use the connect edges function?


Woah!! I've been looking for something like connect edges for a while. Tbh all these years I've been thinking it was supposed to be similar to merge points. I've been using Cut Edges and then drawing across with the knife tool.. that'll save some time, thanks!


As far as connecting two point across a face, "Connect points" seems like it'd be the name of the exact function I'm looking for. but I can't find anything with that particular name. Hopefully I'm describing it right - this happens on faces with 4 or more points. when they are not completely flat, or when there are curved profiles and such, like in the photo I attached to this post (I realize this isn't a "valid" method of modeling objects, but I use Anim8or a lot for CAD as opposed to rendering so I often just want to rough out a profile)

8
Finished Works and Works in Progress / Re: Trumpet
« on: June 21, 2020, 03:19:28 pm »
Nice work... accurate with valve slides and such!

9
Is there any way to select two points and have Anim8or basically cut across/connect them like the Topo knife?

I wondered about this for a while, often times to avoid weird geometry issues I end up needing to cut across faces to create more lines on a model. Sometimes this can be unorthodox with setting the right view angle.

10
Wow ttsnim! looks awesome Good proportions and natural expression on the left face

11
Finished Works and Works in Progress / Re: lipsync and animation 2
« on: June 19, 2020, 12:03:41 pm »
That's some real good stuff johnar!

Gotta say Steve, great implementation, this couldn't have come at a better time (right when I'm messing around with lipsync on a character). Excited to see what else the community does with it!

@ENSONIQ5 Been a while!!

12
Finished Works and Works in Progress / Re: lipsync and animation
« on: June 10, 2020, 11:31:49 pm »
Have got the full 11 seconds sort've laid out.
  Now i'll go back over it section by section, and then frame by frame, just trying to get it more better looking..........

 
 

Really nice johnar

13
That's a decent CPU for a laptop. I think that the main issue is that those are very high face counts. You really don't need nearly as many faces. And each level of subdivision increases the face count by a factor of 4. The subdivision is done in software after skinning, which is faster than the opposite order, but it still takes time.


For my part I'm finding I just need to learn to downscale all my subdivided objects to more of a 'preview' quality and it gets me a lot closer to framerate. I can imagine it'd be the same situation for any graphics application. Seems weird saying this because I realize I have sooo little experience doing actual animation in Anim8or xD I use Scene mode a lot for making quick renders for mockups but it's been years since I actually tried animating a character, haha!

14
@Steve
Just pitching this: What if it were possible to have the "Mirrors" function, but where it worked on multiple objects all at once? So For example if you're making a bunch of the same exact mesh within an object but just in different various orientations (like say, a vase made up of 8 wavy strips in a circle formation), they can all have the same points edited at the same time?

Just an idea (which I feel could be easy to implement based on the existence of the Mirrors function? No clue of course as I'm not a programmer  :-* )

15
I had the same issue some time ago, and a good nVidia graphics card did the trick.
 Have got a slightly better PC now, and first thing i did was put a decent graphics card in.
 /*snippety snip*/
 Another thought. Anim8or is easy portable, maybe you could copy your project to a usb stick and try on another pc with different specs


Good thoughts johnar. Iíve actually got a pretty decent GPU in here so I doubt thatís the issue 🤔 I might try to do the actual animation from my laptop which has a good Intel processor but no on-board graphics.




Well it's all about how complex the scene is
I have a dell precision m6700
i7 3840qm(~3.8ghz)
k5100m
32GB

And dell xps 13
i7-10510U (~4.9ghz)
Intelģ UHD
16GB

I pretty much get low fps if the scene is complex...and subdivided
But if I remove subdivision I can get +-32fps on both machines


How complex do your models/scenes get as far as number of points and number of objects in a scene?
I can get it to maybe 15-20fps if I set my subdivisions to 1, but of course going down to 0 makes the model too low-poly to really see whatís happening (I guess I mentioned that before).

When you do it do you usually have the timetrack showing? That seemed to be the second-biggest factor in determining the playback frame rate.

(What made you go with more RAM on the slower processor btw? Or is it a desktop and laptop for example)

Pages: [1] 2 3 ... 69