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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 - BenCole

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1
General Anim8or Forum / Re: Making
« on: July 19, 2009, 12:27:39 am »
Hit the 'make baseball bat' button towards the bottom left of the anim8or window. Don't think the make human button will be out until next version

2
Finished Works and Works in Progress / Re: Artillery Mech WIP
« on: May 07, 2009, 08:31:40 pm »
definitely one of the best anim8or pieces I've seen in a long time.

3
General Anim8or Forum / Re: Anim8or too primitive?
« on: March 20, 2009, 07:48:31 pm »
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And I'm also afraid Ben Cole's statements are a prime example of a series of  'non sequitur',  designed to bamboozle an audience but in no way represent a logical nor progressive argument.

Just because my opinion is different from the general community's doesn't mean I am trying to... "bamboozle" you guys. Like I said in my first post here, I am simply trying to make sure the guy who started this thread gets the best answer to his question. I would say trying to dismiss someone's entire argument as a "bamboozle" is the real bamboozle here. Cool word.

If you are trying to imply I have not used anim8or to it's full potential so I can't talk, I would completely disagree. I was an active member of the community here over half a decade ago and used this program exclusively for years with many different builds before I even touched another application.

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I have scoped around the CGtalk forums for a Loooong time now, and I know the quality of work produced there, in my mind, if one says 'professional 3d modeler', i have to think about that forum.

I thought it was obvious this is what I meant when I say 'professional' , ha

Guys, guys guys... The statements I disagreed with were the ones saying anim8or or any part of anim8or was competitive in one way or another to a professional app. That is ridiculous, and I pointed that out. Any other points about who uses anim8or along side a pro app like this mean nothing. I am sure there are people who do, that's their call.

I hope that clears some things up. I'm not bashing anim8or, it is BETTER than for what it is intended for, it is the program that got me into 3d in the first place. I just need to make sure you guys don't actually think it is competitive with professional apps and that professionals use it for commercial projects. That's all.



Disclaimer: The above statements contain actual opinions and represent actual logical or progressive arguments. They in no way intend to bamboozle the general public. And lol @ headwax.



4
General Anim8or Forum / Re: Anim8or too primitive?
« on: March 19, 2009, 11:46:46 pm »
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Nope. I've used a couple modelers and I always go back to anim8or.
To be blunt, you're wrong. You can go back to anim8or, that's fine. The point is it can NOT be compared to ANY professional app, or even blender when it comes to production-level workflow and results.

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BenCole, how can you possibly say that statement is false?  Firstly, it states, "in my opinion" about the writer's view of anim8or... and lastly, unless you can actually speak with knowledgw otherwise,  it may very well be possible that many animators using high ends programs DO use anim8or  for wireframes... as a matter of "fact," that is very much true... go to "AnimAnon" and "Cg-Nation" both have people who use high end programs for much of their work, but settle for using anim8or for their object-forming.  I know of a number of users of Carrara, 3DS-Max, and Lightwave who also use anim8or for their design work. And the things they create are quite spectacular. 
Ok, I accept that it is his opinion, I am simply stating that it is unarguably wrong.
I do speak "with knowledge" as I used anim8or for years, and have used 3ds max for years.  I was an anim8or fanboy for a long time, i still am, I am just trying to make sure the facts are straight in this thread.

As far as you saying there are people who use "high end" programs alongside anim8or - I am sure there are. The argument is about how anim8or doesn't compare to these "high end programs". They can use whatever they want. As far as professionals go, you will not see this. The listed websites are not new to me.
Just trust me, anim8or does not have a place in the workflow of professionals in the industry.

You guys literally might as well be trying to argue that the world is flat. Anim8or is a great program, but you need to be honest that it's not even in the same league as professional apps. I mean, how could it be? One man created anim8or, a corporation with zillions of dollars and a huge programming team is creating the other apps. There is no argument to be made for your guys' side, because it's the obvious truth that anim8or cannot be compared to these apps.

5
General Anim8or Forum / Re: Anim8or too primitive?
« on: March 19, 2009, 11:14:02 pm »
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Animator has, in my opinion, one of the best vertex modelling engines of any 3D animation package, and puts many professional packages to shame.  In fact, many animators who work with Maya, 3DS Max, Carrara etc. create their wireframes in Animator and export them, myself included.

I just wanted to point out that this statement is completely false, not to be mean, but to make sure the person asking the question gets a good answer.

Anim8or is a great beginner application, undoubtedly, but it simply can't be compared to any of the professional applications out there.

To say that many, or even ANY, professional animators use anim8or in their workflow is a complete joke.

Anim8or helped me start in 3D and now my main app is 3ds max. I still open anim8or from time to time for the fun of it, but have found it very clunky and slow to work with in comparison.

To answer your question if anim8or is "too primitive" I would say no. It's perfect for it's intention - being a great, free, beginner app to get people interested and participating in this form of art. It's intention is not to be a professional application found in studios so there really isn't any reason to compare it to the apps that are... yet.

6
Finished Works and Works in Progress / Re: WIP: Locomotive
« on: March 19, 2009, 11:03:14 pm »
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BenCole; Tnx! like the stuff on your website Smiley though it isnt made with anim8or.. do you use anim8or as well?

I now use 3ds max. But I started my journey into the world of 3d with anim8or over half a decade ago and that's why I occasionally come back around here to see what is going on with the app :)

My anim8or forum account (way before they had these new forums) was something like "INeedHelpbadly" haha

7
If you have the money, get 3dsmax or maya (I use 3ds max heavily....    http://bencole3d.co.cc). If not, get anim8or or blender. Blender is pretty much as powerful as any application out there but has a very steep learning curve. Whichever way you take it is going to require a lot of effort on your part so keep that in mind :)

8
Finished Works and Works in Progress / Re: New face
« on: March 18, 2009, 07:19:56 pm »
Your general edgeflow looks good and nearly all the essential loops for making a human face are there. The biggest issue I see out of your last round of attachments is you have way too much data going up through where the ears would go, i would get rid of half of those loops. There is an unnecessary pole near the temple area that could cause some smoothing issues.

basically the density of your polygons will increase wherever you want to put in more detail, but a GENERAL rule of thumb is to keep this density flowing and equal. IE - no large thick polygons directly by small thin ones like in your ear area etc etc.

also dont forget to use as much reference as you can for whatever project you are working on.  A google image search for "edge loops" or "topology" will provide you with a lot of good edge flow to study.

9
Finished Works and Works in Progress / Re: WIP: Locomotive
« on: March 18, 2009, 06:57:53 pm »
Looks pretty good :) keep it up

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Finished Works and Works in Progress / Re: Violin
« on: March 18, 2009, 06:55:25 pm »
I have played the violin for over 10 years so here are some general crits:

-Use as much reference as possible when modeling, the general shape of your instrument needs some work.
-The strings are not all the same Diameter, as you will see in reference
-There is no chin rest (although not completely necessary, sometimes people don't use them, 90% of the time they will be there)
-There is no bridge (this is on EVERY violin so it is necessary), this is the bridge: http://bowsforstrings.com/image/Bridge%20DSCN2106.jpg

keep up the good work and keep at it

11
That is the best character modeling and animation i have seen come out of anim8or in a while.

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