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Messages - davdud101

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16
General Anim8or Forum / Improve texture mapping on subdivides?
« on: July 15, 2021, 06:39:12 am »
Hey guys, so an issues I've had with Anim8or's UV mapping is that subdivides often don't really want to texture cleanly. I'm working on a simple coffee table design that I want to build, but you can see in the image:

- the actual shape
- how it's UV mapping
- how the actual texture might/should look
- the way my geometry on that face is set up

It doesn't matter that much since it's just for looks/ to get an idea of how the final build would look proportion-wise, but is this one of those things we 3d artists just kinda have to reckon with? Or am I missing a key piece of information or something?  ???

17
Finished Works and Works in Progress / Re: Wall hanger - An8 to Life
« on: April 25, 2021, 12:13:12 pm »
Nice job!
Thank you Steve!

Thats cool davdud, and good job.
 2 things i can mention.
 No 'hanging hole', and no notes on the 'sticky notes'

 Looks awesome tho. I just wanna make the doors slide open and shut, and maybe then an animated gif of that happening. (probably morph targets, or might need to use a rig, but of course that's only if the doors are seperate meshes from the rest of it)

 i just love seeing, and making, things move.

 Good job !

Lol johnar!! Now that you say it, I might actually give that a quick shot tonight just for the fun of it. Would definitely be fun updating the model to match closer to the real version!

18
Finished Works and Works in Progress / Wall hanger - An8 to Life
« on: April 24, 2021, 01:46:52 am »
Here's my latest woodworking project which I first drew by hand, then modeled in Anim8or -  an "Everyday Carry Wall Hanger" (attached at the bottom).

I had to make a lot of modifications in the building process because I found in a lot of cases the way that materials and tools work in the real world is a lot different from how tings come together when modeling or drawing, lol!


I guess I'll start calling these "An8 to Life"! For getting quick dimensions and sketches, Anim8or is great and simple. I pretty much exclusively use it for this kinda of 'preconception' of ideas these days, and my next project is even more detailed and is coming out closer to the model than I usually tend to do.

19
General Anim8or Forum / Re: My rabbits for a low poly game Im doing
« on: March 16, 2021, 12:49:17 am »
Haha cute. Reminds me of the Rabbids from Rayman. Would agree with Sebastian7, more detail in the modelling and textures can help it from looking mostly like primitives

20
Hey Steve, I'm not on the LATEST-latest release, but in 1395 it seems like if I copy and paste an object while the "move" button is slsected and then try to move that object, it basically just lest me select where  I mouse over but won't let me move tan object until I elect another menu option and then go back to the Move button.
Not a huge issue because it's easy to deal with, just thought I'd throw it out there


I haven't messed with a newer release so not sure how those are.

21
Finished Works and Works in Progress / Re: A few questions
« on: February 17, 2021, 11:50:31 pm »
It may help to (if you guys haven't thought about it already) do some voiced-over storyboards of a full episode. Just to see how the pacing is and to trim the fat.
I think the conlang could be cool especially if it's done convincingly :)

22
The axis (crosshair) is the cener of a mesh for things like rotation and scaling. It is independent of the position which is the location in world space of the point (0, 0, 0) in mesh coordinates. You can move and rotate the axis in Object/Axis mode, hot key O.

I would like to add this to Steve's explanation hoping that
it would help you understand:

In point mode, if you double
click on a point, you get its coordinates.
In object mode, if you double
click on a mesh you get a transform
(translation + rotation) to be applied
to each point of the mesh before rendering
to the viewport. Think of Location as a translation.

When you join 2 meshes, all the points coordinates
are updated by applying their mesh transform and
the new mesh transform is set to 0.



To be honest, still not sure I'm getting it  :-\ I attached an image that hopefully explains why I don't understand. I'm just confused WHAT it (the Object Location) is measuring if it's not a comparison the object's origin to the world origin.  ???

Also I get that point transformations and orientations are arbitrary compared to objects - is it because of how Object/Axis Mode and Point mode sort of "disregard" each other's transform data? I understand that I could select all the points and move them to change their position relative to the object's origin, OR that I can go to Axis Mode and transform the origin itself.
Is it related to that whole principle?

23
I knew I wasn't crazy!! This is something I've been confused about for a while and I've finally found a way to replicate it. Not sure if it's meant to function this way, but basically the following steps lead up to this result:

  • Made two cylinders, cut them in half. One of them is located at -3,28,0 and the other at -1,28,0, so the center point of these two objects should be -2,28,0
  • Reconnected the top and bottom points to make a flat surface on each and filled it (J-command)
  • Bridged the two flat surfaces to make an elongated shape with half-round ends (pill? or I guess "stadium" is the geometry name)

However for some reason, this ends up with an object whose center point reads as 0,0,0, but is in fact located (as in, its axis/"crosshair" thing) at -2,28,0.

The same thing happens if I use the Join Solids command before bridging them (as of course bridging two individual meshes has the Join Solids command built in it seems). This also seems to happen in a handful of other instances, like some grouping operations and other stuff that I can't think of right now, lol

Not sure if this is meant to happen but it's been a bit of a concern of mine for a while because it makes things like manually mirroring over the axis pretty difficult because the coordinates aren't correct to the world/viewport ??? :o

File attached for reference

24
Fantastic desk. You have a really good eye for design.
Hey thank you Steve! Definitely a lot of thought and inspiration from other sources goes a long way.

25
Here's the most recent project I finished (yesterday)

Didn't get the geometry *quite* right on the ends of the desk in the model, lol

26
One thing that's funny about this is that when modeling something based off of an object you have references for and stuff already, you're just trying to get as close to the real thing as possible. But with this, it's more like... I'm trying to get as close as possible to something that DOESN'T actually exist yet? Maybe that's too obtuse or maybe even kinda obvious, haha
That’s how things are made nowadays. Like ... everything in 3D , before the prototypes see the light of day . :)

Nice stuff Dave. Realised too, that people actually use 3D for “real-life” crafts, a lot and actually for a long time . Pretty cool!

Thank you Gyperboloid! And you're right... I suppose I was trying to say something "vaguely profound" and couldn't really nail it, lol.
I'll admit Anim8or isn't necessarily the absolute most flawless tool for this kind of stuff, but it has a lot of features an simplicities that make it nice for getting rough ideas down.


Fantastic work.
Thanks Ian!!

27
I render a lot in Scene and Object mode, but I often use weird image dimensions (particularly very tall images when rendering "multiviews" of furniture pieces)

Just wondering (esp @Steve) if there's any way in Anim8or to set up the camera so that the ratio matches the render resolution? Like if I'm rendering, say, a 400w*600h image, that the green box in the camera can show up with a similar ratio/resolution?

Some images below to help illustrate what I mean. The first image has the view cropped perfectly by height and the render is very small. The second image is cropped VERY far in to match the width and the render is more or less correct.

28
Really good stuff J!!

29
General Anim8or Forum / Re: Bump Maps Don't Seem To Work
« on: December 13, 2020, 08:50:26 pm »
Ah, Alec? I have absolutely no idea what you wrote. {shakes head ruefully}  ??? Auf English, bitte. Would those be user settings somewhere?

Those are the two options I mentioned


"View >>Preferences >> Use Shaders and try those two options, does it change anything?"

30
Anim8or v1.0 Discussion Forum / Re: 2 Suggestions
« on: December 13, 2020, 03:21:58 pm »
1. Might be abl
Mullins' Law: "No task is impossible (or even difficult) to the one who doesn't have to do it."

1. With acknowledgment of the above, I would like to request the ability to generate Geodesic domes with more than 6 levels.

2. Generate texture maps from an existing mesh.

1. Might be able to manage that by subdividing a mesh and then converting it back to a mesh

2. Have you tried the software UVMapper? It's pretty nice for unwrapping models.

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