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Messages - AlecJames

Pages: [1] 2 3 ... 16
1
Finished Works and Works in Progress / Re: Birthday video is ready!
« on: July 26, 2022, 06:42:40 am »
Happy birthday - great video :)

2
General Anim8or Forum / Re: How do I create a flag?
« on: July 19, 2022, 06:54:38 am »
Where do you get stuck?

Can you complete the eggplant tutorial OK? 
https://www.anim8or.com/learn/tutorials/eggplant/index.html

3
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)

4
Anim8or v1.0 Discussion Forum / Re: any plans for gltf format?
« on: February 19, 2022, 04:25:14 am »
+1 for gltf export from me 

5
ASL Scripts / Re: ASL Editor [version 3.5 is out!]
« on: November 19, 2021, 10:16:42 am »
Try this?

6
General Anim8or Forum / Re: Wanna Make Pretty Pictures
« on: August 31, 2021, 11:19:56 am »
In the scene properties->Environment is a check box, "show ground grid". Uncheck it and the grid will be gone.

In the same place: scene properties->Environment is background image.  Set your starfield here.  Experiment with image, panorama, and panorama settings etc.   Watch out for the camera reaching the edge of the image as you test moving the camera position / angle, etc.

You can also create a box for a "backdrop" and put the star field on that.  Then keep the spacecraft stationary and move the back drop to give an illusion of movement while keeping the spacecraft centre shot.

Good luck :)

7
General Anim8or Forum / Re: About an8. format.
« on: June 23, 2021, 09:41:26 am »
In object mode, viewing the object you you wish to export, choose the Object menu --> Export.  Change the export file type to obj and save the exported obj file.

8
Ongoing Anim8or Development / Re: Bone as a Parent to another Element
« on: March 02, 2021, 08:00:07 am »
(I can download both 1396 and run the sample OK.)

Thanks Steve :)

9
Finished Works and Works in Progress / Re: GORT
« on: January 28, 2021, 09:04:25 am »
You need to change it to a T shape.  Just move the arms?  I tried quickly, it may not be symmetrical but it's close :)

Some of the vertexes of the arms were embedded inside the body so any attempt to skin will overlap arm / body vertexes.

10
Ongoing Anim8or Development / Re: Animated Parameteric Plug-in Scripts
« on: January 07, 2021, 08:24:26 am »
I agree that water effect is really good :)

11
General Anim8or Forum / Re: Probably Stupid Question: Posing A Figure
« on: December 30, 2020, 02:53:19 pm »
In the scene editor, click on rotate bone <R>.


Click on your bone and the rotate bone gizmo will appear.



Click on one of the rotation rings and drag it to rotate the bone.



12
General Anim8or Forum / Re: "Rigging" A Model
« on: December 21, 2020, 03:31:17 pm »
Rigging is the process of building a skeleton and attaching it to objects or an object, using figure mode.

I use two different ways
1) Each bone has an object attached, the bone influences all the vertexes in the object.  I think the simple walk Robin tutorial uses this method, it works well for stick figures.
2) A single object. Each bone has an "influence" on each vertex/point.  Check out the manual section figure-->Skinning

You could break your object up in point edit mode, then in edit mode, build ->split solids, copy and paste a part to a new object.

Or you could keep one object and use skinning to assign the bone influences.  This takes some practise. I prefer painted weights. I recommend experimenting with a single cylinder with two bones.  You can change the strength of the painted weight brush in build -> weight brush.  Change it to 1 and it will be more obvious what is happening. In the pic the blue bone influences the blue parts of the object, the red bone influences the red part of the object.  Notice I am in flat shaded view so I can see the vertexes I am painting.  Switch to sequence mode and test - it is easy to have influences that are only seen when the bones are moving.



13
General Anim8or Forum / Re: Bump Maps Don't Seem To Work
« on: December 14, 2020, 09:47:34 am »
Its Intel Graphics HD4600 but

its a Dell precision laptop (5 years old) so it has both the 4600 and an amd firepro m5100.  I recall when using OBS there is some power saving setting in windows 10 that forces OBS to use the other graphics card, I will look....

I just asked Google:  Settings -> Display -> Graphics settings; set Anim8or to use the fire pro:  It's the same; GLSL no bump map in the workspace, ARB works OK.

I never really understood the detail about this, I just learnt that if it renders but doesn't show in the workspace, change the setting :)
   

14
General Anim8or Forum / Re: Bump Maps Don't Seem To Work
« on: December 14, 2020, 07:41:10 am »
Sorry.  I had written an essay about it and was proof reading it when Davdud101 got in with the solution. My summarised one liner went to the other extreme. :)


15
General Anim8or Forum / Re: Bump Maps Don't Seem To Work
« on: December 13, 2020, 01:03:22 pm »
I had GLSL (no bump map); changed to ARB and the bump map appears.




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