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 - lizeal93

Pages: [1] 2 3 ... 12
1
Finished Works and Works in Progress / Re: detail vs. simplicity
« on: March 22, 2016, 10:58:43 pm »
Wow! Very impressive detail.

There still are uses for such detailed models. (i.e. for a closeup shot or a still frame)

2
General Anim8or Forum / Re: modeling for print
« on: November 05, 2015, 10:51:59 pm »
By printing I assume you mean 3d printing?

One advantage to modeling the pose is that you can easily make sure that everything overlaps to ensure that the final figure is as strong as possible. (such as a hand resting on a hip should overlap even the tiniest to ensure that the connection point will be strong) If you pose it in figure mode you may not be able to do that. (depends on the rig though I suppose.) Additionally, certain fine details won't show in the figure such as wrinkled cloth from a raised arm.

Basically, if you need lots of prints of the same character in different poses then a rigged figure makes the most sense but certain "good printing" practices that I have heard of might be facilitated by modelling the pose.

This is all assuming that you are rigging in anim8or which does not have a cloth simulator or soft-body to skeleton rigging.

Hope this was helpful, I haven't done any 3d printing myself, but I have read a bit about it.

Good luck.

3
Finished Works and Works in Progress / Re: Animated Flower
« on: June 27, 2014, 05:54:04 pm »
Love the camera work. Really professional feel to it.

4
Finished Works and Works in Progress / Re: Mars or Bust!
« on: August 21, 2011, 03:22:04 pm »
Looking good Arik. But then again most of your stuff does. Glad to see you still churning out excellence.
Keep it up.

Looking forward to the final product.

5
Finished Works and Works in Progress / Re: Bullet Life
« on: December 31, 2010, 12:40:20 pm »
Very true. although Anim8or's sometimes does funny things but i blame that on myself. (its hard animating using a sledghammer instead of a keyboard.  ;))

I noticed in anim8or that if you change the key type of a key (like step, smooth, etc..) then it resets all the handles of the key.

6
That looks great!

Reminds me a little of Super mario galaxies.

7
Finished Works and Works in Progress / Re: Bullet Life
« on: December 26, 2010, 08:49:12 pm »
Very Well.

with 0 being a piece of (Fill in the blank)
and 10 being a professional CGI masterpiece.

I would give yours a solid 6. as it is now.

with the Tweaking it could go to an eight at best a nine.

A good reference would be The movie Final fantasy Advent Children, it has a very similar type of epic animation to yours but the animation, although physics defying to an extent, still looks very believable.


Look especially at time one minute and thirty-five seconds when cloud is twirling around and fighting the monster thing. you will see just how smooth the animation is. please note that this movie was hand animated and did not use James Cameron's technology. (Wasn't invented yet). You will notice just how smooth the transitions between motions. Just see how his limbs move when he is fighting.

8
Finished Works and Works in Progress / Re: Bullet Life
« on: December 25, 2010, 09:03:37 pm »
Sorry for not being clear, and I did not mean to bash your animation at all just to give some suggestions.

there is an animation school which has free videos online, Animation Mentor. By choppy i mean the smoothness and change of force are none existent. To explain: animating a scene where an is arm resting on a table which then is raised and slams down on the table. this animation poses several problems to the animator. the first is that if you simply animate the arm to raise up and swing down its going to be a constant motion which is in itself unrealistic and the second issue is that it wont appear to have any force when it hits the table even if it is moving at incredible speeds.

the solution to these two problems is by using ease in and ease out frames. animator does not have an easy click to do it for you. but it can easily be done with the graph editor or by hand. what i mean by ease in and ease out is when the arm is being raised from the table it will start slowly and then speed up and then slow to a stop as it reaches the zenith of its arc. then it instantly drops and accelerates as it hits the table. then you have it actually pass through the table a tiny amount and then quickly bounce it back at the wrist. this gives the motion a more powerful force that seems as though the table is actually being pounded.

Now, I am far from an expert on animation but simply tweaking the way the motion between the frames is being generated makes such a tremendous difference to an animation's realism. Just try it. Your animation doesn't need it but its the little secondary motions like these that give an animation its true believability.

Try it with a sphere if you don't believe me. one hour with animation mentor and my animations changed dramatically. (I have a basic sphere animation i did right after watching one of the lessons, i'll see if i can find it.)

once again, i'm not saying you animation is bad, on the contrary i think it is very good and that effort you put into it really shows. I'm just giving a recommendation that will help you in you animation skills.

Sorry if I sound too Harsh, it was not intentional. but that is what i meant by choppy.

Keep up the good work!

9
Finished Works and Works in Progress / Re: Bullet Life
« on: December 12, 2010, 07:47:49 pm »
Well done.

Animating all the bullets and changing their visibility (if that is what you did) is very tedious, I commend you for actually taking the time to animate that many bullets.

As said above the female characters movement it choppy. maybe in the graph editor you could smooth some of the key transitions instead of adding in so many new key frames.

all in all, Great job! Wish I could see more like this more often.

10
Finished Works and Works in Progress / Re: My Hand!
« on: November 06, 2010, 08:34:31 pm »
looks great!

I could never do that tutorial when i first started anim8or. I was only able to do the eggplant. so Kudos to you.

11
Really good job. i would suggest making it a little wider because in actuality the world is an oblate spheroid and  not a perfect sphere. otherwise excellent work!

12
Finished Works and Works in Progress / Re: Building a spartan
« on: June 29, 2010, 11:39:33 am »
looks great so far. i have tried to make a spartan at least 3 times. but the helmet is just too frustrating. additionaly, the armor is very complicated. i figured i might try sculpting it . good luck, he definitely is one of the harder characters to make that i know.

13
Finished Works and Works in Progress / Re: sculptris
« on: June 23, 2010, 05:47:50 pm »
Sculptris is amazing! way better than the sculptor that comes in blender, probably because that one just shifts polygons around but doesn't dynamically add them.

i redid my hydralisk in Sculpris so here it is.


14
General Anim8or Forum / Re: How do I move a figure on Anim8or?
« on: May 30, 2010, 06:19:33 pm »
you need to be in scene mode in order to perform this action. then you can move the entire bone collection as an object while also animating the bones separately. they are two different parts of animating.

not sure if i explained that too well.

15
Arik love your cartoon style. and consistency. the rocket reminds me of the one from Wallace and Grommit for some reason even though it looks very different.

Pages: [1] 2 3 ... 12