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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 - Dreadkb

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General Anim8or Forum / Re: Music for animated movies
« on: February 17, 2009, 09:07:53 am »
An interesting piece of music there. I have a suggestion. You could post this music on Animonon. We have monthly contests there. I would love to see making a video for your music be the challenge for March. This way you would have a whole bunch of videos to choose from. Heck, we could hold the contest right here (if that's ok with the mods)

Finished Works and Works in Progress / Re: Lip Sync on Animanon
« on: February 15, 2009, 08:54:55 am »
A camera, JLipSync, Windows Movie Maker, Audacity, VirtualDub, Free MP3 WMA WAV Converter.

Short version of my method:

Make a video of myself talking (camera)
Pull the audio out of the video (Windows Movie Maker)
Convert the audio file from WMA to WAV (Free MP3 WMA WAV Converter)
Clean up the audio, like noise reduction (Audacity)
Convert a copy of the audio to 8 bit mono WAV (Free MP3 WMA WAV Converter)
Load copy of audio on JLipSync and decide on the phoneme per frame (JLipSync)
Sequence the phonemes on Anim8or (Anim8or)
Using JLipSync and the video file as a blueprint, add phoneme sequences to Anim8or (Anim8or, JLipSync, original video)
Render video as JPG (Anim8or) <-- Always a good idea
Compile JPGs and audio, high quality WAV, not 8 bit mono, into AVI (VirtualDub)
Convert to WMV and upload final video (Windows Movie Maker)


Finished Works and Works in Progress / Lip Sync on Animanon
« on: February 14, 2009, 12:15:39 am »

I would appreciate any feedback I can get.

This is a wonderful example of how a simple project can have stunning results. Job well done.

Anim8or v0.98 Discussion Forum / Re: Crash report, skinning
« on: February 07, 2009, 06:01:11 pm »
I've had the same problem before. After you delete the bone, save the project. Let it crash, then reopen your project. Usually, everything is fine after that. I have had to use a bit of text editing to remove any mention of the deleted bones, but that's a bit of an advanced technique.

Finished Works and Works in Progress / Re: Newton's Cradle
« on: January 19, 2009, 09:28:12 pm »
I have a small crit about the frame of the newton's cradle. In any real newton's cradle, each ball is suspended on 2 wires, this way they resist moving along more than a single arc. If your model was real, at the moment of impact, all the balls in the middle would  move every which way instead of in a straight line.

Finished Works and Works in Progress / Re: Chopin
« on: December 30, 2008, 04:04:54 pm »
Well, I can see each step of the grayscale and the picture just fine.

General Anim8or Forum / Re: Morph targets
« on: December 30, 2008, 04:02:31 pm »
I've done a lot of work with morphs, and I do have a few lessons learned that I think will help.

First, a morph target saves only where each vertex moves and how far. Things like edge properties, smooth angle, and textures cannot be changed in a morph target. Also, you can't add/remove vertexes, edges, or faces.

Second, each vertex will move from the base position, to where the morph places it, in a straight line only. If you want a bending effect, you need to set multiple morphs and then transition from one to another in sequence.

Third, in Anim8or, each vertex is numbered dynamically. If you add/remove vertexes, edges, or faces, convert to mesh, convert to subdivided, join solids, group, ungroup, or loop cut, you risk changing the number of that vertex. The morph target saves data like this (roughly):

vertex 4638 (x+4, y-2.76554, z+0)

The vertex's number can dynamically change in the model, but not the morph target, so finish modifying your mesh/subdivided object before morphing.

Fourthly, since a morph is saved as a change in position in vertexes, changing the position of the point in the base model changes the result of the morph.

Finally, a morph target sets the line vertexes will follow and sets the rate of movement. You are not limited the the values of "1" and "0" for morphs. You can use practically any number you want. Beyond 0 and 1, the vertexes continue to move along the same straight lines set by the morph.  

This example helps to explain some of my points.

Make a basic cylinder parametric, remove the caps (Caps _ start _ end, uncheck them both), set length to 1, set the Lat to 1, start and end diameters to 20, and convert to mesh. Flat Shader view (Crtl-f).

Frame (f). Edit > Rotate > Rotate None. Edit > Locate > Stand on Origin. Build > Morph Target > New... "lengthen", turn on snapping (Ctrl-g), turn off x (x). Point edit mode (P), point select (p), drag select (d). Select the top ring on vertexes. Move (m) them up one snap. Build > Morph Target > none. Drag select (d) the same vertexes and move (m) them down one snap.

Make a new material, check Two-sided, select Back, drag the color to black. OK. Object edit mode (A) drag select (d). Select your object and apply the material.

Mode > Scene. Build > Add Object..., object01. View > Camera. Setting > Environment... uncheck ground grid.

Now, set the "lengthen" morph to 0 at frame 0, 10 at frame 36, -10 at frame 71.

Ok, the way that example illustrates my points are:

First point, the morph works because only the position of vertexes were changed.

Second point, no matter what you set "lengthen" to, each vertex will only move in the same straight line you see. If you wanted it to bend, you would need new morph targets to make new straight lines.

Fourth point, the vertexes that were moved were not saved as "position 2 on the y" but "position +1 on the y" This is why the value of "lengthen" equals the total distance from each end of the tube.

Final point, positive values of "lengthen" show a cylindrical tube, while negative values turn it inside out.

I know this is a marathon read, but I truly hope I have helped you out, Boywonda 1.

Finished Works and Works in Progress / Re: Xmas present.
« on: December 25, 2008, 04:36:55 am »
Sorry for the double post, but I have a big update about this. I thought I had been forgotten/ignored, then I found this waiting on the comic site!

Anim8or v0.98 Discussion Forum / Re: Render to / from frame suggestion.
« on: December 19, 2008, 10:59:22 pm »
it'd be helpful if you could decide to render from a certain frame, or just somehow tell the program from which frame to start rendering, and stop rendering at.

You can. When you tell it to render movie, at the bottom, you can change it from "all" to "from [frame] to [frame]" just tell it what frame.

It's also quite annoying when you've got part of the scene rendered, but have to re-render from the start if it stopped halfway.

I know how to fix this. When you tell it to render the movie, change it from .avi to .jpg 100%. Download VirtualDub (google it) it's a free  program. Once it's all rendered, open VirtualDub, file > open video > choose the first .jpg, check the frame rate and compression (xvid, ffdshow, etc ) and save as .avi


I've had a similar problem in .97 but I'm just using transparency, not dielectric. If a shadow falls on a trans material, it goes dark like oil all over. idk what can be done.

General Anim8or Forum / Re: Need modelers for my game
« on: December 15, 2008, 05:41:33 pm »
I'm already signed up  ;D

Finished Works and Works in Progress / Re: advises needed
« on: December 13, 2008, 09:54:06 am »
personally, I would use 2 planes with trans maps on them. I'll see if I can work up a simple example I'm better at showing than explaining.

Anim8or v0.98 Discussion Forum / Re: joining subdivided object
« on: December 10, 2008, 05:41:43 pm »
Double click on object in object select mode
set working divisions to 0
build > convert to mesh

repeat for each object you want want to merge

select all the meshes > build > join solids
build > convert to subdivided


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