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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"

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Messages - davdud101

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31
General Anim8or Forum / Re: Bump Maps Don't Seem To Work
« on: December 13, 2020, 12:55:00 pm »
Have you tried seeing whether its visible when rendered? If you go to View >>Preferences >> Use Shaders and try those two options, does it change anything?


I've actually had issues with the same thing in many of the latest releases of Anim8or. FIgured it was due to my own hardware incompatibilities, so I just view my bump maps through rendering now.

32
General Anim8or Forum / Re: Forum security certificate has expired
« on: December 10, 2020, 10:04:27 pm »
Confirmed. Been unable to get on the site through mobile for probably a week now, just forgot to post about it

33
Finished Works and Works in Progress / Re: My 2020 Anim8or projects roundup
« on: December 07, 2020, 06:33:23 pm »
These are really cool! I especially like the shoe rack.
Thanks Steve! Anim8or is perfect for this kind of stuff :)


@johnar They are "stamp-sized" for sure - it's sort of "emblem" wall art from a card game my brother plays. When I made them (around last november) I only had a small selection of tools, but I think now I'd take a much different approach... probably CNC, laser cutting or 3d printing like you mentioned.
Admittedly I did sort of cheat in the Anim8or file by just using transmaps just to get the scale without having to arduosly sculpt everything  :-X ;D




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

34
Finished Works and Works in Progress / My 2020 Anim8or projects roundup
« on: December 06, 2020, 01:07:45 am »
Hey guys! Throughout 2020 (mostly owing to the pandemic) I've had loads of time to get into woodworking, and from the very start (actually before last Christmas) I was using Anim8or as a sort of CAD program to get measurements and test out design and color schemes and such.

I've noticed as my woodworking skills progress, by ability to translate more complicated things into something I can make in Anim8or also increases, so I can create far more complex ideas on-the-fly in 3d before testing my skills with real physical tools. So fun!

I figured I'd share some of my projects, both in render and in real-life form so you guys can see!

(A few of them were adjusted to match the final build, and I have lost a few textures along the way but most of everything is rendered as it was modelled originally so you can see how closely the model translates to real-life - usually pretty darned accurate)

35
General Anim8or Forum / Re: 2 Possibly Dumb Questions
« on: December 04, 2020, 12:50:42 am »
Hey Old Codger!

Hopefully @johnar can chime in as for users who are still around, he's probably one of the most familiar with the scene editor. There are a few things in Edit mode that don't match the Scene editor that just have to be sort of reckoned with. Certain things (at the moment) aren't really possible with built-in rendering, things like focal blur and motion blur and such - you'd have to use post-processing, a different software, or some highly creative workarounds for that.

For your second question, it can actually help a LOT to watch tutorials for other software. Getting a sense for how thing 'generally' can be done can help break down the underlying concepts for how to achieve something. With Anim8or in particular, texturing is a fairly big thing but I think the biggest contributor to realism is lighting in Scene mode. I'd say check out the manual for ideas on texturing, there's a lot of good info there.

Of course a lot of it depends on WHAT you want to make, because something like hair/fur (for which there are some nice scripts floating around), or skin for example, are going to be a lot harder to make look outright *realistic* in Anim8or than, say, the Utah teapot sitting in a kitchen scene.

Not sure if this is any help as this is very very 'general' knowledge and spouting thoughts as they come after my years of Anim8or. I definitely wish you good luck!

36
Hi Steve and fellow Anim8ors,
Often in other software we see live/"realtime" sidebars containing editable parameters/info for shapes and objects. I attached a picture of a mockup (had a short time to work on it as I thought of it while starting a new project, but you get the idea!)

Not sure if this'd be any useful for others, but I use Anim8or for a lot of semi-detailed CAD-style stuff and I think adjusting small measurements on the fly would be a lot quicker without having to double click, edit and apply each time (or in other words, if scale and things in the viewport dynamically changed with the adjustment of different settings within the dialog)

I didn't add them in the mockup, but maybe also stuff like "lock proportions" and having all the default transform commands in the dialog box could also be useful. Not a burning need but would definitely be cool in a future release!

37
Finished Works and Works in Progress / Re: Sparks and Stuff
« on: October 30, 2020, 09:56:49 pm »
Looking cool bayinghound! Cool use of the technique. Throw a local light right there and you're well on the way :)

38
@mystman12 I wonder if you could get away with a similar look in the render by exporting your project into another rendering software? It's a bit roundabout with a little learning curve but you might be able to implement a few more fancy visual effects in the final image, and it would certainly be faster at rendering.

39
Cool! Shows how good quality texturing can take a render very far. That's always been something that surprises me in video game graphics, where objects are sparing as much as possible on polygons/triangles but the texture artists are doing everything they can to imply and create detail and information in areas where it might be really sparse

40
You can connect any two points in a mesh with the "Add Edge" tool. Click on the first point, press the Ctrl key, and drag to the second point. See Adding Points and Edges in the manual.

Oops! The manual doesn't show the Ctrl option that I mentioned!!! But it works. I'll update the manual!

Honestly Steve, I'm not sure why but I've almost never used the add edge tool - even though it's been there since day one! Maybe I felt the knife tool 'cuts' in a more authoritative way, but now I know Add Edge can be used for that with far more precision! Thanks :)

(and yes - after over 10 years of using Anim8or I feel pretty dumb  :-\ )

41
I posted about this a while ago but I'm struggle with it again...
I have an objects whose physical center, bounding box, and 'crosshair' are all located at a location (roughly [-14,-1,0])
YET the coordinates OF the object read [0,0,0]. As far as my understanding goes, the physical location of this object is NOT the origin, and I've never moved the points themselves independent of the object's own origin, so I don't get what's happening.

Strangely, if I group the object with itself (so, just clicking on it and clicking 'g'), it suddenly shows with correct coordinates even though the object's center hasn't changed.

Not sure what's going on here. ???

(not a huge deal of course but I've had the issue before, and now I think it *might* actually be a bug?)

42
Finished Works and Works in Progress / Re: Some of My Old Works
« on: July 19, 2020, 01:01:40 pm »
Really REALLY good stuff bobg!

43
Ongoing Anim8or Development / Re: Lip Sync Tool
« on: July 14, 2020, 03:50:46 pm »
Alter Ego is a free vocal synthesizer.

It is specially tailored for musical needs – simply type in your lyrics, and then play on your MIDI keyboard. It’s a true synthesizer, the sound can be extensively modified for easy and expressive performances.


But I might redownload and try again.






I will have to admit - I gave it a try a while back (big into music production for almost a decade) - I couldn't figure it out at ALL... admittedly I didn't try any tutorials or anything. But it doesn't seem very tailored to the casual user who just wants to dip their toe in speech/vocal synthesis

44
Finished Works and Works in Progress / Re: Mystery Gadget
« on: June 27, 2020, 01:12:54 am »
it's like a cross between a plumbus (possibly nsfw?)...


I hadn't intended it to resemble anything NSFW at all! It's just a nonsense gadget. Maybe I need to be more careful about what I post.

Lo sorry - I meant the 'plumbus' from the show Rick and Morty could be considered a bit of an odd and interesting design that could 'raise some questions'. but just that it has this somewhat 'outer space-like', foreign design that feels very much like something from science fiction.

Sorry if what I said could be misconstrued - it's a cool model with unique design!

45
Finished Works and Works in Progress / Re: Mystery Gadget
« on: June 26, 2020, 11:19:20 pm »
it's like a cross between a plumbus (possibly nsfw??) and one of those stacking ring toys for kids. Cool!

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