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Messages - Navek

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16
Finished Works and Works in Progress / Re: Building a spartan (Halo)
« on: April 20, 2011, 10:13:58 pm »
Arik as far as I'm concerned there's no problem with being a nitpicker if your good at it!
Any way i got a few bits to share, first an updated walk cycle,

Second a little teaser image that I rendered cus I was bored. The teaser's rendered in art and the final project probably wont be, but other then that the render quality from the teaser is what I'm aiming for for the final.

17
ASL Scripts / Re: BVH File Import into Anim8or
« on: April 19, 2011, 09:53:34 pm »
wow, this looks awesome, cant wait to try it! just wondering though how would one go about making a bvh file (what kinds of motion capture equipment/ software etc. would be needed)? if any one has any tips they would be much appreciated.

18
ASL Scripts / Re: Facial Rigging
« on: April 19, 2011, 09:47:17 pm »
ahh, I missed that sorry. I'm hoping to have that updated version up by the end of the week, I'm still messing around with 'if statements' and making the whole script look user friendly and not like a pile of code!

19
Anim8or Challenges / Re: Challenge #25: 1000
« on: April 19, 2011, 09:41:53 pm »
1000 you say... *inserts shameless plug for current project*... Seriously though congrats Floyd!
Hopefully if I find the time I'll come up with a real idea for this one.

20
ASL Scripts / Re: Facial Rigging
« on: April 14, 2011, 07:32:25 pm »
The test looks great Janro! I'm glad this is actually being helpful to people! As for your question about the eyes, with mine I made the eyes separate objects and changed the orientation to 'Facing Other' so no scripting required for that. However I am working on updating the script so that limits can be set and so that multiple morphs can be controlled with one control object. Hope to have that up soon.

21
Finished Works and Works in Progress / Re: Building a spartan (Halo)
« on: April 12, 2011, 10:48:44 pm »
quick update, trying out a simple colour layer with the texture, added some more detail, rendered in art this time.

22
Finished Works and Works in Progress / Re: Building a spartan (Halo)
« on: April 10, 2011, 10:08:18 pm »
Thanks Arik I knew somthing was off but i couldn't quite place it.

I've altered some proportions, unwrapped and started texturing the new model.

23
Anim8or v0.98 Discussion Forum / Re: Feature Suggestions for Figures
« on: April 04, 2011, 05:47:36 pm »
As long as you export it as a .an8 it will import back as a figure or a sequence, otherwise it won't.

24
Finished Works and Works in Progress / Re: Building a spartan (Halo)
« on: April 03, 2011, 10:28:42 pm »
Decided I would rework the model a bit. Adding a little bit more detail and improving the topology in joint areas.


PS. Three years of using Anim8or and it's still surprising me, I just discovered the edge extrude tool and it's making my life so much easier.

25
Anim8or v0.98 Discussion Forum / Re: Feature Suggestions for Figures
« on: April 03, 2011, 02:45:10 pm »
It might not be perfect but figure exporting and importing is possible in anim8or, the only drawback is you can only export and import from and too anim8or and not between programs. In figure mode just click figure>Export then make sure the file type is set as .an8 otherwise it doesn't work properly (same with sequences).
As for bone splitting and toggling bone visibility both of those would be quite useful. I think it would be possible to achieve bone splitting if you felt compelled to edit the txt version of your file but i've never tried it myself.

26
Finished Works and Works in Progress / Re: Robots in 3D
« on: March 27, 2011, 02:35:51 pm »
Wow! thats awesome. I love the atmospheric effect with the smoke. The textures and animation look superb. I do agree with floyd that the background could use a little bit of depth, but with the focal blur its not too noticeable. My only question is was it rendered with anim8or? and if so, how long did it take?

27
Finished Works and Works in Progress / Re: Building a spartan (Halo)
« on: March 27, 2011, 12:32:33 am »
Just remembered I haven't posted an update about this project in forever. It's still going, a little slower then I had expected but still going.
Thought I'd leave you all with a test render of a walk cycle I've been tweaking.
It can be found here:

28
ASL Scripts / Re: Facial Rigging
« on: February 25, 2011, 06:01:44 pm »
Thanks for the support everyone.
neirao: Thanks for showing me your topic. I'm hoping to eventually have a script that acts much more like the one you described, but i think thats still a little beyond me.
Janro: It should defiantly be able to be applied to an existing figure, the only change that should needed is to make the morph targets you want to be controlled. then all you have to do is in scene mode add an object to be a control, then enable expression for the morph target and input either of the scripts.

For moving to change value:

point3 $alpha;
$alpha= GetAttributePoint3("[the name of your control object]", "position");

$morph.[name of your morph target] = ($alpha.[axis you want move the object]-[current position of your object])/4;

For Scaling to change value:

$morph.[name of your morph target]  = GetAttributeFloat("[the name of your control object]", "scale")+1;

Note: the /4 and the +1 on the end of both the scripts just effect how much of a change to the objet is needed to make a change to the morph target. it takes some tweaking to get right.

3D Joe: I wish I'd had a model with an open mouth, but I'm not the greatest at modeling faces. I made that one awhile ago in sculptris (it took me forever!) and, as you can see, only got about half way through doing re-topology in blender.

29
ASL Scripts / Facial Rigging
« on: February 23, 2011, 09:42:58 pm »
Recently I've started playing around with controller scripts. As a little side project I've been working on a way to get around anim8or's bone system, which I've always had some trouble with.
My solution so far is to come up with a way to use morph targets that can be controlled in real time without the need to input values into boxes. By using "controller objects"(the little green circles) I think I've managed it pretty well. The result so far is just a face rig along the lines of something i saw in a blender tutorial, but i hope to expand it to a full system soon.
Its a pretty simple system once the scripts are in place. By manipulating the "controller objects" (moving them if they have up/down points, scaling them if they have horizontal points) one can change the value of the morph target, thus changing the shape of the face.

The An8 files attached bellow for anyone who want to take a look, comments/suggestions/criticisms would be much appreciated.

30
Thanks for the comments guys.
dwsel: I'm glad to hear that the reflections did add something, i was debating about cutting them near the end because i wasn't sure if i would have enough time to render it with them.
davdud: It's actually a mix between the two, the people are shadeless black and white objects because it was too difficult to do the animation with just silhouettes, and the words were done with the type function, but just about everything else is alphas.
All in all I'm hoping to do something else in this style a little later, might tweak it a bit though. possibly add in just the slightest bit of shading.

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