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Messages - thecolclough

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16
Finished Works and Works in Progress / Imagined Engines
« on: November 20, 2021, 09:26:33 am »
I've made a couple of posts lately referring to an ongoing film project, and I'm finally ready to show off the results!  it's an experimental collaboration with my composer friend, where we developed the visuals and the music in parallel as a multi-disciplinary creative dialogue.  It took about sixteen/seventeen months total, and involves 5074 frames in a single shot, which stretched our favourite CG animation app to its limits at times.  But I'm very happy with the results, and I hope you'll enjoy them too...


17
General Anim8or Forum / Re: just to check...
« on: October 15, 2021, 09:34:06 am »
the method Steve describes is the one i've been using.  just wanted to make sure there wasn't a more efficient method available which i'm missing.  thanks for confirming =]

18
General Anim8or Forum / just to check...
« on: October 09, 2021, 06:54:44 am »
i was recently under the impression that Steve had added the ability to animate an element's parentage.  but i can't find any controls to do so (as of build 1402), and i now suspect i was getting mixed up with the new feature where a figure bone can be set as an element's parent.

so: just to confirm, parentage can't be animated at present right?

19
General Anim8or Forum / Re: ART thread optimisation
« on: October 04, 2021, 12:27:18 pm »
ah, good to know.  i must have either missed that discussion when it first happened, or managed to forget about it =P

thanks Steve

20
General Anim8or Forum / ART thread optimisation
« on: September 30, 2021, 10:46:27 am »
another question for Steve...

the project mentioned in my previous thread includes some light bulbs in the scene, and i can see that the pixels occupied by the glass material take several times longer to render in ART compared to those occupied by simpler materials - which is to be expected.

as a side effect, this means that my 12-thread processor can blast through most of the render in a matter of seconds, but then a small number of threads (typically 2 to 6) get stuck working on the glass pixels for a few minutes while the rest of the CPU goes idle.  not much of an issue when rendering a single frame, but i need to output more than 5,000 of the darn things, so that'll be a lot of wasted core time :P

so here's what i was wondering: ART currently seems to divide up the image into blocks of 100x100 pixels (or thereabouts), and i was wondering if we could achieve more efficient CPU utilisation for bulk renders if that figure was changed to, say, 10x10 pixels per block?  or maybe make it user-configurable?

21
General Anim8or Forum / Re: lights with too many parents?
« on: September 25, 2021, 05:21:09 pm »
i'm working on test renders now and the lights do all seem to be showing up correctly.

thanks Steve :D

22
General Anim8or Forum / Re: lights with too many parents?
« on: September 24, 2021, 05:24:52 pm »
ah, ok.  pretty sure there are 10 in the scene now, so that explains that.

they'll all show up in the render though, right?

23
General Anim8or Forum / lights with too many parents?
« on: September 23, 2021, 12:35:55 pm »
question for Steve...

i've got a scene with several lights in it, and some of them don't seem to have any effect in the workspace.  in particular, i've got two with identical settings, and one has a visible effect in workspace (the greenish light which can be seen in attached image 1) but the other doesn't (image 2).  so i was wondering, is there a theoretical limit on how many lights we can have in a scene?  or is there a limit on far you can nest parent-child relationships between elements before it starts to affect light behaviour?  or maybe something else which i haven't thought of ???

i'm running build 1402 on Windows 10 Pro version 2004

24
Anim8or v1.0 Discussion Forum / bug: elements going missing during render
« on: January 21, 2021, 10:52:02 am »
i've stumbled across an issue with scanline renders in build 1393, where items at a z-distance of more than a few hundred are getting left out.  they show up fine in the workspace and in ART renders, but go missing if i use scanline, per the attached images.  the scene's z-far setting is still the default 10k units.

25
Anim8or Challenges / Re: Challenge #35: Talent Show
« on: August 26, 2020, 02:31:17 pm »
I'm rewriting a Large chunk of the beginning, a lot've work down the gurgler, and a bit of editing to be done.
 A proper plan, from  start to finish, would've saved me a lot of work.
yup, i've learned that one the hard way too!  i've got some weird files on my archival disks, left over from projects where i started designing and animating before i'd got a clue how (or if!) the plot would work :P

The majority of the scenes so far are still usable and it'll have a better storyline than the original.
well, that's a plus.  and i'm very pleased to hear the project's still ticking over, even if it's slowly :)

26
Anim8or Challenges / Re: Challenge #35: Talent Show
« on: August 21, 2020, 04:25:43 pm »
...coz i've only got one 'main' ongoing project, on the backburner for now...

...wait, was that a sidelong reference to Deeper?

been a while since anyone mentioned that film.  i fondly remember the days when the WIP was one of the biggest things happening on this forum, and it'd be great to see it finished someday.  but of course i do realise that life sometimes gets in the way of art!

27
Anim8or Challenges / Re: Challenge #35: Talent Show
« on: August 12, 2020, 02:25:50 pm »
How about 720p (1280x720 - my preference) or 1/2 1080p (960x540)???
720p is a widely-supported format, and '540p' isn't, so i'd go 720 out of those two options

28
Anim8or Challenges / Re: Challenge #35: Talent Show
« on: August 10, 2020, 06:30:55 pm »
So what size shall we agree on? Jonah has suggested 640 X 360?
16 x 9  4 x 3. ?
How about 1920x1080 16:9 or 16:10?

i'd stick with a 16:9 ratio; that's more or less a universal standard these days.

specific resolution is more of an open question; 640x360, 1280x720 or 1920x1080 would all be good options, but not everyone would necessarily have the ability to render at the higher resolutions depending on their computer's capabilities.  so i'd suggest the two best options are: either we standardise on 640x360 as johnar suggested, or maybe we get someone with a high-powered rig to take care of high-res rendering on behalf of anyone whose machines can't handle it.

my rig is pretty capable, so i might be able to help out with a bit of render-farming.

29
Anim8or Challenges / Re: Re: Challenge suggestions.
« on: August 01, 2020, 07:10:37 pm »
... so I was thinking of doing a "season" or "mini series" or maybe an anthology series to pass the time. I still playing around with the "Some Guy in Space," and itching to get some vocal talent to do some voice over work. Maybe collaborate with other Anim8or enthusiasts to make the series or whatever better.

must admit, i find 'Some Guy' has a certain air of mystery about it, and i've been kinda wishing it had a bit of dialogue to help explain why he's doing what he's doing.

personally, i started off making things with no dialogue (mostly because i had no clue how to write, perform or record it to be honest!), but i've gradually got the hang of it over the years.  i sometimes find a certain project works fine without any, but on the whole it's a very useful tool.

but i can say from experience that it's a challenging but also very rewarding process putting together an episodic series.  if you want to give it a shot then let us know what aspects you'd like a hand with, and i'd be happy to chip in if any of my skillset is relevant :)

30
are we talking Object mode or Scene mode here?

i don't know if this is what's caused the issue in your case, but i remember seeing this behaviour in Object mode after using the Join Solids command.  iirc that command converts all of the point coordinates in the new combined solid to be based on the world origin.

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