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Messages - davdud101

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46
Wow ttsnim! looks awesome Good proportions and natural expression on the left face

47
Finished Works and Works in Progress / Re: lipsync and animation 2
« on: June 19, 2020, 12:03:41 pm »
That's some real good stuff johnar!

Gotta say Steve, great implementation, this couldn't have come at a better time (right when I'm messing around with lipsync on a character). Excited to see what else the community does with it!

@ENSONIQ5 Been a while!!

48
Finished Works and Works in Progress / Re: lipsync and animation
« on: June 10, 2020, 11:31:49 pm »
Have got the full 11 seconds sort've laid out.
  Now i'll go back over it section by section, and then frame by frame, just trying to get it more better looking..........

 
 

Really nice johnar

49
That's a decent CPU for a laptop. I think that the main issue is that those are very high face counts. You really don't need nearly as many faces. And each level of subdivision increases the face count by a factor of 4. The subdivision is done in software after skinning, which is faster than the opposite order, but it still takes time.


For my part I'm finding I just need to learn to downscale all my subdivided objects to more of a 'preview' quality and it gets me a lot closer to framerate. I can imagine it'd be the same situation for any graphics application. Seems weird saying this because I realize I have sooo little experience doing actual animation in Anim8or xD I use Scene mode a lot for making quick renders for mockups but it's been years since I actually tried animating a character, haha!

50
@Steve
Just pitching this: What if it were possible to have the "Mirrors" function, but where it worked on multiple objects all at once? So For example if you're making a bunch of the same exact mesh within an object but just in different various orientations (like say, a vase made up of 8 wavy strips in a circle formation), they can all have the same points edited at the same time?

Just an idea (which I feel could be easy to implement based on the existence of the Mirrors function? No clue of course as I'm not a programmer  :-* )

51
I had the same issue some time ago, and a good nVidia graphics card did the trick.
 Have got a slightly better PC now, and first thing i did was put a decent graphics card in.
 /*snippety snip*/
 Another thought. Anim8or is easy portable, maybe you could copy your project to a usb stick and try on another pc with different specs


Good thoughts johnar. Iíve actually got a pretty decent GPU in here so I doubt thatís the issue 🤔 I might try to do the actual animation from my laptop which has a good Intel processor but no on-board graphics.




Well it's all about how complex the scene is
I have a dell precision m6700
i7 3840qm(~3.8ghz)
k5100m
32GB

And dell xps 13
i7-10510U (~4.9ghz)
Intelģ UHD
16GB

I pretty much get low fps if the scene is complex...and subdivided
But if I remove subdivision I can get +-32fps on both machines


How complex do your models/scenes get as far as number of points and number of objects in a scene?
I can get it to maybe 15-20fps if I set my subdivisions to 1, but of course going down to 0 makes the model too low-poly to really see whatís happening (I guess I mentioned that before).

When you do it do you usually have the timetrack showing? That seemed to be the second-biggest factor in determining the playback frame rate.

(What made you go with more RAM on the slower processor btw? Or is it a desktop and laptop for example)

52
Oh meant to say, this is pretty simple - one instance (object?) made up of 5 smaller objects within the scene

53
How complex are your scenes? How large are your models, how many, do they use morph targets or are rigged with deforming figures? Also, what CPU do you have?

The character I'm working on is a subdivide, but only 556 points altogether. I get (of course) better framerates when displaying him with fewer divisions and particularly when the Track view is collapsed (which I never realized.... seems like the track fully re-renders of something every time the marker moves a frame?)

Also I guess with that I found out it IS playing in realtime, but dropping most of the frames to gie a total of those 6 - 10fps (with the track opened up and a high-ish poly model with low divisions)

He DOES have 10 morph targets for facial expressions and I like to try to zero them ALL out any time I'm changing multiple aspects of the expression, so plenty of key frames :S


My CPU is an AMD FX-8300. Does Anim8or lean toward Intel? Or possibly newer-gen CPU types?

54
Idk if this is just me of if everyone experiences this...
Since my last several PCs (basicaly everything after Windows Vista) I can't remember ever having Scene view play in realtime to the frame or playback an animation any faster than probably about 6-10fps.

Is this an issue with my hardware? @Steve anything I can do to optimize playback for easier animation in Scene mode? Trying to animate a character but it's always been tough judging 'weight' and all those animation-principle things when not able to see everything happening as it will render  :'(

55
Finished Works and Works in Progress / Re: Animal Character
« on: May 29, 2020, 01:54:08 am »
{EDIT}
Messed a little more with the geometry and I'm a LOT happier with the kid version's face from the front view, and managed not to compromise the side view! The older one still looks a little too 'human'... something about the jaw, maybe it's too big or square? Or overall head not round enough? anyone able to see something I can't  :o ???


(He looks like the adult characters from Arthur... I'm going for more Zootopia  ;D )

56
Finished Works and Works in Progress / Animal Character
« on: May 29, 2020, 01:33:50 am »
It's been a long while since I just modeled a character for fun! Most of what I've been doing has been strictly CAD-type stuff for building projects (will post something about that soon too!), but I figured with all the work that Steve's poured in lately, and since the community seems to be on a slow but steady revitalization, I may as well spend a little time just doing something for fun.

I like every view of this characters face except the front view... idk why. I made the adult version and then tried a sorta 'parametric' child version, I think they're coming out pretty swell so far  :) Onto some morphs and a body model maybe?

-edit because it's not showing up on  mobile-

57
Finished Works and Works in Progress / Re: Perfecting the skill
« on: May 28, 2020, 03:04:53 pm »
Hi Kevin

You might want to see if you can get that model to pretend she is the lead singer of a rock band!  I am in the process of trying to create 3D characters for a cartoon(3D) animated rock band.  She can run around jump, do cartoony stuff and sing in a mic.  To show you what I mean, I used a program called Muvizu to make this video:


https://www.reverbnation.com/artist/video/13853129



I want more customized characters than the ones available with Muvizu.

It lets you import models too? Is it original music Blick?

58
I hope Woody doesn't have COVID-19!
At least he used his elbow and not hand ;)

59
Finished Works and Works in Progress / Re: woody is back.
« on: May 14, 2020, 11:40:42 pm »
Nice work olan!

60
Finished Works and Works in Progress / Re: Glass
« on: May 06, 2020, 08:35:21 pm »
It's time for a glass of rosť. After many tests I arrive roughly at the expected result.
But I realize that I am missing a table on which to put my glass, I will make one one of these days.

Excellent render!! Shame on me to not be a huge wine guy :P

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