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Messages - ADSohr

Pages: 1 ... 8 9 [10] 11 12 13
136
Anim8or v0.98 Discussion Forum / Re: A List of Ideas for Anim8or- Neirao
« on: February 23, 2010, 09:48:27 pm »
transparent reference images would be useful.

137
Finished Works and Works in Progress / Re: RAH-66 Comanche
« on: February 23, 2010, 08:49:34 pm »
question. how could i make the rotor have a blur as it gets up to speed? just spinning the rotor does not make any motion blur.

138
General Anim8or Forum / Re: face colors
« on: February 18, 2010, 11:06:21 am »
hey, gattispilot

i've also worked on meshes for orbiter, when you use the 3ds2msh plugin for orbiter it does automatically triangulate the quads for you. it makes life simpler  :)

139
Anim8or Challenges / Re: Challenge #13: D-D-D-DRAGON!
« on: February 17, 2010, 07:38:42 pm »
wow...........................

back to the drawing board for me.  :o

140
General Anim8or Forum / Re: Short Collab!!!
« on: February 16, 2010, 02:48:40 pm »
not bad relik.

another idea for the transition, once the kid falls asleep, you could go out the window and turn the camera so that the same castle shows up.

141
Anim8or Challenges / Re: Challenge #13: D-D-D-DRAGON!
« on: February 16, 2010, 01:46:31 pm »
here's my final entry.

142
General Anim8or Forum / Re: Short Collab!!!
« on: February 15, 2010, 11:51:57 am »
that's a sound idea hihosilver

to give the effect of distance you can have several different planes moving at different rates so the the ones up close move faster and those farther away move slower, tricking the eye into seeing distance

143
General Anim8or Forum / Re: Short Collab!!!
« on: February 13, 2010, 02:42:10 pm »
just an idea considering the snowflake. i'm guessing that since this short is apparently in the winter, the snowflakes shown in wide shots won't need to be too detailed. what you could do is have simple cubes falling, make them bigger or smaller for distance. it's a cheap trick but no-one would notice.

144
Anim8or Challenges / Re: Challenge #13: D-D-D-DRAGON!
« on: February 11, 2010, 05:50:30 pm »
i believe it may be because we are putting so much detail? those details take time and effort. and if you can believe it, 2/3rds of the work i put into mine all went to the dragon's head(pun not intended :D)

145
Anim8or Challenges / Re: Challenge #13: D-D-D-DRAGON!
« on: February 11, 2010, 03:04:23 pm »
maybe he breathes water instead?  ???  :D



here is an update on my entry

146
Anim8or v0.98 Discussion Forum / Re: connect edges bug
« on: February 11, 2010, 12:37:16 pm »
here is a picture showing the problem areas as well as the old save file.

147
Anim8or v0.98 Discussion Forum / Re: connect edges bug
« on: February 11, 2010, 10:53:26 am »
allright, that explains the problem with extra edges, but what about the inverted faces? say i do connect edges on the tip of the nose, for some reason most of the faces on the head and a portion of the neck get the normals flipped

148
Anim8or v0.98 Discussion Forum / Re: connect edges bug
« on: February 11, 2010, 08:28:08 am »
heres the file.

the problem occurs when i use the connect edges tool on many edges at once in order to add the bumps around the jaw, above the eye, and to the mouth. the general process was take a face and split it until it was the right size, then use the pyramid tool to make the bump

there are alot of many sided faces that may also have something to do with it, it isn't exactly the cleanest mesh.

i'll try and make some before/after pictures later.

149
Anim8or v0.98 Discussion Forum / connect edges bug
« on: February 10, 2010, 08:21:57 pm »
hi.

i've been working on a detailed model and found that when i select many edges and use the "edit>connect edges" command the program will add useless edges in between points that originally did not have an edge between them. e.g. i have two 4 sided faces sharing one edge, i select the top two and bottom two edges in the faces and use the connect edges command, which is supposed to subdivide the two selected edges opposite eachother in a face and put a line between them. when i use the command in the example i would end up with 4 four-sided faces, however unlike normal it will put a new line between the 2 new vertices that were created. that new line really messes up the flow of subdivided objects. another consequence of using the "connect-edges" tool is that the normals of the some of the faces are flipped, which is very annoying considering the detail of the model and the small faces and complex geometry.

i have been working on a subdivided model, don't know if that changes things.

150
General Anim8or Forum / Re: Short Collab!!!
« on: February 09, 2010, 04:14:53 pm »
i can take the throneroom once the D-D-Dragon challenge is over

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