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Messages - Hypure

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General Anim8or Forum / Re: Twitch Streaming
« on: February 24, 2016, 08:21:34 pm »
I can catch the saturday or sunday addition live.  Work weeknights.

This whole sizing thing is becoming important to me the larger my projects get, and the more resources I have. What I found is when making a large environment, or any complex environment/building or whatever adjusting size for Everything becomes a nuisance.   For example, making a forest in "scene mode" with 20 different trees that are already sized relative to the environment is allot quicker then adding 20 different objects to a scene where all objects including cameras might need adjusted.

Keeping everything relative to scene presets seems very valuable in the long run. If your like me, then with every object you are essentially building a database for your future projects also.... This is a  common theme I come to with every project-workflow, streamlining makes the most of everything, including fun factor!  So having good habits helps the experience.

So my plan is to keep camera  presets where I can and increase draw distance, instead of making everything smaller.

I had my auto-save to a removable drive, then one day was using anim8or  with the drive out, it posted about a dozen errors.   Now it won't auto-save anywhere I set the CONFIGURATION settings to.   Any ideas?

I'm wondering whether it makes a difference or not to decrease the size of a large environment and objects to stay within draw distance and therefor require adjustments to the camera parameters, OR is it better to stay with set camera  perimeters and keep the large environment large and therefore adjust draw distance (clipping)?......  I hope that makes sense....... In other words if I make a huge environment small, then I have Giant cameras, but my making the cameras smaller (decreasing z-near, increasing z-fare), I get the feeling it's the same thing as increasing clipping distance.

General Anim8or Forum / Re: Twitch Streaming
« on: February 23, 2016, 09:49:18 pm »
I was just a bit late on this, but will try to catch the next one.... literally just missed it.

Finished Works and Works in Progress / detail vs. simplicity
« on: February 21, 2016, 06:53:59 am »
I must say I love to make me a detailed dead tree.   the pealing bark, the intricate detail to branches and what do you have left?  Something almost worthless in animation.   Trees are usually in forests and forests have hundreds of trees.  So,... Have fun with your trees, but simplify them and save them as a different model.   That way you have something manageable while in Scene mode.

You can retain undo history between scene and object on all objects except for the object currently selected....  Just noticed that- will come in handy.

Ongoing Anim8or Development / Re: "Floating" Track Window
« on: February 18, 2016, 08:19:48 am »
Steve I just got that, "flip sheets of paper"  ::)  indeed ;D

Ongoing Anim8or Development / Re: "Floating" Track Window
« on: February 17, 2016, 09:14:41 pm »
That also would be nice... I like how you kept the time scroller on the main window separate from the time line, intentional or not that was smart.

Ongoing Anim8or Development / Re: "Floating" Track Window
« on: February 17, 2016, 08:45:18 pm »
Great feature

Nice ART fix, I'll have to check it out... 8)

funny cooldude. ;D

General Anim8or Forum / Re: Siplified shadow workaround for complex objects
« on: February 03, 2016, 04:31:36 am »
I did use uvunwrap and did a couple of things like the vehicles in worm hole but I think that was the only thing.   I did check out 3dcoat today and I think that is something i would like, the UV tools in that are very impressive.

General Anim8or Forum / Re: Siplified shadow workaround for complex objects
« on: February 02, 2016, 08:43:57 pm »
I was looking at sculptress earlier and I assumed it was part of Zbrush... Thanks.

General Anim8or Forum / Re: Siplified shadow workaround for complex objects
« on: February 02, 2016, 08:37:43 pm »
Thanks Raxx for the inspiration, I'll take your advise and look at those uv tools you mentioned.  Ill also play around with some transparent stuff, I remember that now that you mention it when making windows for my house and not getting light to pass through by simply using transparency.... 

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