Anim8or Community

Please login or register.

Login with username, password and session length
Advanced search  

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.

Messages - dwsel

Pages: 1 2 3 [4] 5 6 ... 19
46
General Anim8or Forum / Re: URGENT HELP MEASURES FOR A SQUARE
« on: August 05, 2012, 08:13:48 am »
When I was modeling for architectural visualization I decided that 1 unit will be 1 cm. It might be 1 inch as well if you only wished to. Now the problem begins when you import your model to different application.

If you were to export the model to external 'physical correct' renderer, then most likely your model should be in 1 unit to 1 meter scale (some file formats have the scale multiplier/divider some don't). If you're to import your object modeled in Anim8or to another application it's quite likely it has a setup in which you tell what's the physical size of 1 unit or you state the scale how 1 unit in imported file scales to 1 unit of your working document.

If the application scale can't be changed then you might try to create a series of boxes of known dimensions: i.e. 0.1x0.1x0.1, 1x1x1, 10x10x10, etc. in each of the applications and import this in the other to see how the boxes' dimensions changed. Then this file will serve you as a 'universal unit/meter measure' for the future projects.

i will like to know to create a 1x1x1 meter cube what are the correct values to give in animator????? THANX

The best thing you can do to know is to create 1 m cube in Sketchup and export as *.obj file and import in Anim8or. If it has 1 u in Anim8or it means that 1 Sketchup meter translates to 1 Anim8or unit. Then make 1 u cube in Anim8or, export as *.obj and import in Sketchup. If it has 1 m that means 1 Anim8or unit translates to 1 Sketchup meter. If the scale is different then make appropriate calculations. If you find working in given scale not comfortable then you may want to scale your model by a known number (likely a multiply of 10) and scale it before export by this factor, and after import scale it by 1/this factor.

Now there's one thing you might take into consideration. Files and applications have a finite number of digits after a coma. It can sometimes happen that after import or export your object will be ridiculously big or small (i.e. size of 0.0;0.0;0.0) and when you scale it up by the factor you'll see mangled vertices or all placed in the single point. In this situation you possibly want to come back to your original file, then scale it differently by known factor then re-export and re-import back.

I hope this explanation helps.

47
@ENSONIQ5:
Thanks! I'm quite happy with current frequencies. I still see some faults: the worst one is that fronds are crossing in some places, or (for me) visually changing length, but I hope it won't be that noticeable when view from distance/in the scene/with having multiple instances viewed from different angles. Matte painting and lighting are the next elements ;)


@cello95:
I don't want to redistribute modified palm model which is not mine, but I hope my answer will satisfy your curiosity.

Idea:

http://http.developer.nvidia.com/GPUGems3/gpugems3_ch16.html
http://http.developer.nvidia.com/GPUGems3/gpugems3_ch06.html


Hierarchy:

+- root
| +- trunk1
| | +- trunk2
| | | +- trunk3
| | | | +- trunk4
| | | | | +- frond01
| | | | | +- frond02
| | | | | +- frond03
.
.
.
| | | | | +- frond20

Trunk1-4 are sliced parts of the trunk with pivot points at (0,0,0), if available I'd rather use bones here. There are two requirements:
1. bones parameters visible for scripting
2. bones linkable into hierarchy in the scene mode
Trunk parts have xz rotation driven by equation, fronds have xyz rotation + noise morph + xyz bend morph all driven by equation.

Equation:

F(T) = A1 * sin ( P1 * T - O1) + A2 * sin ( P2 * T - O2) + ...

T - time
A - amplitude
P - prime number frequency modifier
O - offset ( if you want looping animation put (T - O) into parentheses )

General rule in this example:

Each following level in the hierarchy has higher frequency, bigger offset. Leaves are bending so they need morphs. I deformed each of them separately with custom script in x, y and z, but possibly single morph would be enough.

Sample:

controller { "orientation"
  script {
   "float $x;"
   "float $y;"
   "float $z;"
   ""
   "$x = (1.25 * sin(3 * (time+0.8))) + (0.75 * cos(5 * (time+0.9)));"
   "$z = (1.25 * cos(3 * (time+1.0))) + (0.75 * sin(5 * (time+1.1)));"
   "$y = 0.5 * cos(15 * (time+0.0));"
   ""
   "$orientation = RPYtoQuaternion($x, 0.0, $z);"
  }
  track {
   qkey { 0 (0 0 0 1) "S" }
  }
}
controller { "morph.morph01"
  script {
   "$morph.morph01 = 0.4 * cos(5 * (time+0.8));"
  }
}
controller { "morph.morphy"
  script {
   "$morph.morphy = 0.15 * cos(1 * (time+0.8));"
  }
}
controller { "morph.morphx"
  script {
   "$morph.morphx = (0.15 * sin(3 * (time+0.75))) + (0.1 * cos(5 * (time+0.85)));"
  }
}
controller { "morph.morphz"
  script {
   "$morph.morphz = (0.15 * cos(3 * (time+0.95))) + (0.1 * sin(5 * (time+0.05)));"
  }
}

48
Thanks folks for comments! :)

Another update - now with bending leaves:



Maybe some more tweaks and I move to next stage ;)

49
General Anim8or Forum / Re: Problems with anim8or on Windows 7 64-bit
« on: July 21, 2012, 10:03:26 am »
I'd again suggest to install Anim8or under some operating system under VirtualBox or VMware. If you can't install Windows I would suggest some lighter (yet simply enough for novice to use) variant of Linux either Lubuntu or single CD version of PCLinuxOS + WINE under VirtualBox but I'm not sure while if you're afraid of installing virtualization software and not willing to try out some of out previous suggestions that we'll be able to help you further online.

Another idea is to repartition your drive and install some Linux flavour at the side of your current system, but I think it's not the thing you'd like to do alone. You might look for somebody who knows a bit more about OSes and show this forum thread to him/her so that this person will be able to create for you setup mentioned in this thread. If that person will have more questions please post them this thread. I may be able to help a little bit with the WINE setup, because I was running Anim8or in Linux a while ago.

50
Good idea. As a side note this is already solved problem. There are various algorithms for 'Free-Form Deformation' also with non regular cages.

51
ASL Scripts / Re: Script Request!
« on: June 27, 2012, 01:10:00 pm »
More boids - fishes in water:


This time target is guided with coordinates stored in array. I wonder is it possible to read files with ASL especially in the animation controller ???

52
General Anim8or Forum / Re: Anim8or IRL??
« on: June 27, 2012, 09:49:24 am »
I was looking a while ago at this software.

In the manual of it it's written:
'File → Save → Textfile
This menu item exports the estimated camera parameters and 3D feature points into a text file. We suggest you parse this file if you want to write your own import filter for an application that is currently not supported by the Voodoo Camera Tracker. '
So devs suggest to write own parser for the text file (I don't know how it looks like, and if that would be difficult to do)

BTW, have you seen this http://www.anim8or.com/smf/index.php?topic=108.0 topic?

53
ASL Scripts / Re: Script Request!
« on: June 27, 2012, 08:25:57 am »
I scripted behaviour similar to boids.


The key is to animate target path with mathematical expression or with the array of locations, then copy the expression or array to each object position scrip and loop for every frame. I don't know if there's any possibility to store parameters across the frames. That would simplify this script.

54
ASL Scripts / Re: Script Request!
« on: June 21, 2012, 11:28:30 am »
Can you post more detailed requirements or example video of similar thing (should they move up and down in sync/randomly; should they change direction towards the aim?).
If you want to need a script to make something like that:


(without self collision of objects) then it shouldn't be difficult and time consuming to script similar behavior.

55
I think you might be looking for some tools that make texture projections with automatic unwrap
Check these vids out:




I must really try something like that in the future! This technique looks so great especially for organics.

56
Finished Works and Works in Progress / Re: Rainbow Factory
« on: June 02, 2012, 07:22:04 pm »
I'm following your thread silently but I must sat that current result looks very good! I like how you managed to animate water flowing out of pipes - cartoony, simple, clever way, and very convincing with correct timing. I'll be looking forward too see further part of the story.

57
@cello95:
I've got 'Leaf26' image in diffuse and bump (-100) channel, and 'Leaf26_o' in specular and transparency. Images were in the archive with the model. I just converted them to *.bmp.

@cooldude234, @Raxx:
Thanks for your comment folks! I see what you mean. I have another version in works - the one with more steady trunk and bendy leaves. Currently they're only rotating around their pivot point near the top of the tree with high frequency (thus shivering). I've already made high noise morph for each frond (that is used with quite high frequency) and I plan to make another morph for each that will be following major low frequency movement of the trunk. Also I need to find good references of similar species.

I really wish EVERYTHING was ASL-scripted. At the start I attempted to rig the palm only to find out that bones can't be animated with expressions yet.

58
Finished Works and Works in Progress / Scene with animated trees WIP
« on: June 01, 2012, 12:11:24 pm »
I started a little animated scene. I plan to make matte painted background (island) with some animated trees composited in the scene. So far I have raw background rendered in Bryce and environment map for the tree (used as temporary backdrop in the video, but not casting light on the palm yet) and a chopped into pieces model of the tree (got from here: http://www.gfx-3d-model.com/2008/12/palm-tree-model/ ) animated by me with expressions.

WiP animation of tree here :D:


Waiting for your critiques and comments ;)

EDIT:
v2 with more natural movement:

59
General Anim8or Forum / Re: How do I make an HDRI?
« on: May 15, 2012, 04:26:14 pm »
Quick sphere map test, as promised.

60
General Anim8or Forum / Re: How do I make an HDRI?
« on: May 15, 2012, 02:07:07 pm »
If I understood well... you're trying to render your scene's environment and then put inside the environment map your animated model for quicker rendering, right?

I know a very good source of knowledge about rendering hdri environment maps (showcasing and comparing flaws of different rendering methods). Although it's a bit Bryce-centric most of the informations apply to all software.
http://www.horo.ch/raytracing/how2hdrshop/sys/index_en.html
http://www.horo.ch/raytracing/how2hdri/sys/index_en.html
http://www.horo.ch/raytracing/how2pano/sys/index_en.html
http://www.horo.ch/raytracing/how2mb/sys/index_en.html

In the meantime I'm trying to render such a hdri from Anim8or scene. I'll post the results soon :)

Pages: 1 2 3 [4] 5 6 ... 19