1

Anim8or Community
- March 25, 2025, 05:38:13 pm
- Welcome, Guest
News:
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"
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.
2
Finished Works and Works in Progress / Re: SAURON - The Lord of The Rings
« on: May 28, 2009, 11:57:47 pm »
I think there might be a program that can help with morph targets for lip synch. I haven't tried it myself, but I saw it in the General forum - Papaga8or. Could be worth checking out
. Good luck!

4
Finished Works and Works in Progress / Re: Spacing Out - Another Arik-Attrocity
« on: May 27, 2009, 03:53:16 am »
To fix the issue of the ring rotating backwards, make sure that the placement of the ring is the same at the beginning and end of the sequence. That'll keep it nice and smooth.
5
Finished Works and Works in Progress / Re: Beast
« on: May 25, 2009, 05:51:27 am »
Before I finish up the torso segment, I had to decide how big the rider was going to be in relation to the beast and where his legs would fit. I tossed in a generic red body with a basic bone structure for posing to see if it would work out. I dunno if the rider should be any larger than what I have depicted here. Any thoughts?


lizeal93: Thanks. The animation is still really, really rough, and I haven't finalized the bone structure or the skinning, let alone the motion. In due course
.


lizeal93: Thanks. The animation is still really, really rough, and I haven't finalized the bone structure or the skinning, let alone the motion. In due course

6
Finished Works and Works in Progress / Re: SteamPunk
« on: May 25, 2009, 05:47:12 am »
I love steampunk
. I like where you're going with this, but might I suggest that you model an engine with gears and cogs and pipes and valves? It would look awesome and give it a certain functional authenticity. Keep up the good work!

7
Finished Works and Works in Progress / Re: Artillery Mech WIP
« on: May 25, 2009, 05:45:50 am »
This is awesome
. Really strong work. I'm going to get around to texturing one of these days
.


8
Finished Works and Works in Progress / Re: Open-End Wrench
« on: May 25, 2009, 05:45:07 am »
Not bad at all for a first week project
. You might want to use the knife tool to cut some of the edges around the corners. It will tighten them up a bit and make it a little more realistic.

9
Finished Works and Works in Progress / Re: Spacing Out - Another Arik-Attrocity
« on: May 25, 2009, 05:43:40 am »
You were doing a good job on this. Hope you'll be able to get it where it was, and add some details to the front portion.
10
Finished Works and Works in Progress / Re: New Project
« on: May 25, 2009, 05:42:07 am »
This is off to a nice start. I definitely dig the time period (looking forward to Public Enemies
) that your work captures really well. The car seems a bit flimsy, though, as if it's made out of cardboard. Needs a little more work to give it a sense of weight. Great start, though - I'll be keeping an eye on this.

11
Finished Works and Works in Progress / Re: Beast
« on: May 23, 2009, 05:24:28 am »
rellik420: Thanks. It's a little hard to tell exactly where it's going because there are such big gaps, but hopefully the wires will let you get a hint as to the overall form. The closest thing I can think of to the shape is the reek from the second Star Wars prequel.
hihosilver: Sure, included with the latest update. I've mainly retooled the way the muscle masses fit together, so hopefully it's a superior result (I'll post a smoothed version with more of an update later). The wires on this are a little sloppy, with lots of tris and n-gons scattered throughout. I'm going to clean it up after I've finished the main part of the model. The arms use a lot of polies in particular.


And in case anyone was interested in how this thing is supposed to move around, it's kind of like a coiled spring or a frog. I created a really, really quick bone structure and short animation of a "walk" cycle in 10 minutes to give you an idea.
hihosilver: Sure, included with the latest update. I've mainly retooled the way the muscle masses fit together, so hopefully it's a superior result (I'll post a smoothed version with more of an update later). The wires on this are a little sloppy, with lots of tris and n-gons scattered throughout. I'm going to clean it up after I've finished the main part of the model. The arms use a lot of polies in particular.


And in case anyone was interested in how this thing is supposed to move around, it's kind of like a coiled spring or a frog. I created a really, really quick bone structure and short animation of a "walk" cycle in 10 minutes to give you an idea.
12
Finished Works and Works in Progress / Re: Beast
« on: May 18, 2009, 05:53:43 am »
Arik_the_Red: I never, ever Subdivide Faces. I use the "Convert to Subdivided" feature. I usually set the subdivisions at 0 for working, then use 2 subd's to see how it looks, and occasionally do a little work with the model at 2 subd's. Since some tools are only available for meshes, I do Convert to Mesh now and then also.
Raxx: Thanks! I actually have a basic wire frame that connects all the limbs and the body, but it's just a question of filling it all in. As for the head, I'm planning on revisiting it to add a tongue and some teeth. Any suggestions for other details to add? Your thoughts as an experienced creature designer would be much appreciated
.
rellik420: Thanks for the comment. I highly recommend you use Convert to Subdivided instead of Subdivide Faces
.
Latest update:

It's a bit hard to really get all the muscle groups to fit together nicely, since the latissimus dorsi and trapezius muscles aren't in their normal orientation. Still have lots of tweaking to do on the different muscle masses. Suggestions are always welcome!
Raxx: Thanks! I actually have a basic wire frame that connects all the limbs and the body, but it's just a question of filling it all in. As for the head, I'm planning on revisiting it to add a tongue and some teeth. Any suggestions for other details to add? Your thoughts as an experienced creature designer would be much appreciated

rellik420: Thanks for the comment. I highly recommend you use Convert to Subdivided instead of Subdivide Faces

Latest update:

It's a bit hard to really get all the muscle groups to fit together nicely, since the latissimus dorsi and trapezius muscles aren't in their normal orientation. Still have lots of tweaking to do on the different muscle masses. Suggestions are always welcome!

13
Finished Works and Works in Progress / Re: SAURON - The Lord of The Rings
« on: May 14, 2009, 03:05:12 am »
Hey, just wanted to say that this was pretty good stuff. Things I really liked: the model for the face is really good. The lips move convincingly. Things I didn't like: The overall pacing was very slow. The dialogue felt like it was being read way too slowly.
Things that could use some improvement: I think the best way to do facial animation and lip synching is to record what you want to say first. Then you try and get the lip movements to match the sounds. For the actual animation, I don't know if you were using bones or if you were using morph targets, but I'd think that morph targets are by far the best way to go. You can create a dozen or so lip morphs that should cover almost all the sounds you need to make, and then set yourself to the task of matching the morph targets to the pre-recorded sound. Hope that helps
.
Things that could use some improvement: I think the best way to do facial animation and lip synching is to record what you want to say first. Then you try and get the lip movements to match the sounds. For the actual animation, I don't know if you were using bones or if you were using morph targets, but I'd think that morph targets are by far the best way to go. You can create a dozen or so lip morphs that should cover almost all the sounds you need to make, and then set yourself to the task of matching the morph targets to the pre-recorded sound. Hope that helps

14
Finished Works and Works in Progress / Re: Beast
« on: May 14, 2009, 12:57:44 am »
Tanzim: Yeah, probably not a good idea to use chains for reins, but hopefully a cool fantasy concept
.
Arik_the_Red: Thanks! I'm definitely gonna make the chain links heavier and bigger, especially because the poly count would get too high otherwise.
hihosilver: Thanks, man. I've had limited time to work on this, but I'm still at it.
Here's the foreleg/arm:


I'd post more shots/angles of it, but Anim8or seems to want to crash whenever I try to render it. C&C welcome as always!

Arik_the_Red: Thanks! I'm definitely gonna make the chain links heavier and bigger, especially because the poly count would get too high otherwise.
hihosilver: Thanks, man. I've had limited time to work on this, but I'm still at it.
Here's the foreleg/arm:


I'd post more shots/angles of it, but Anim8or seems to want to crash whenever I try to render it. C&C welcome as always!
15
Finished Works and Works in Progress / Beast
« on: April 29, 2009, 04:46:58 am »
Hey hey - I know I've been gone a long time. My old hard drive died and I lost all the models I'd been working on, and I haven't really had time to use Anim8or in a while. Ever since Steve added the capability to create chains, I've been meaning to hold up my end of the bargain by creating a model that used them extensively. Here's a concept and the very early beginnings of the model:


I originally started this piece wanting to create a new leg muscle structure that would plausibly work, based on the idea of a biceps sort of muscle in the thigh rather than quadriceps (hence the thigh that you see in the concept). I eventually scrapped that idea to make it a more traditional quadricep.
As always, your comments and criticism are greatly appreciated
.


I originally started this piece wanting to create a new leg muscle structure that would plausibly work, based on the idea of a biceps sort of muscle in the thigh rather than quadriceps (hence the thigh that you see in the concept). I eventually scrapped that idea to make it a more traditional quadricep.
As always, your comments and criticism are greatly appreciated
