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Messages - thecolclough

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31
Finished Works and Works in Progress / Re: Mystery Gadget
« on: June 26, 2020, 06:08:33 pm »
that's a highly technical-looking thingumajig, that is.  no idea what it does, but i'm sure it's something important :D

32
Anim8or v1.0 Discussion Forum / Re: ART backfaces issue
« on: June 19, 2020, 09:42:29 am »
i think this is by design, kevin, or at least it's been a known issue ever since ART was introduced.  it's not you missing anything, anyway.

33
Finished Works and Works in Progress / Re: lipsync and animation 2
« on: June 15, 2020, 06:47:17 pm »
lots of good work there, johnar.  i completely agree that phoneme identification is hard work, and i must admit i haven't made a serious attempt at it myself in years :P ...although i might have another stab at it now that steve's given us a shiny new tool for it!

if i might offer a spot of constructive criticism: one thing i've noticed from watching your character on a loop is that his top teeth are moving relative to his skull.  makes sense for the bottom teeth to do that, of course, but not so much the top ones, so it might be worth disconnecting those from the flexible mouth element and rigging them separately so they stay static.

dode1, no, the .gif format doesn't support audio.

34
Anim8or v1.0 Discussion Forum / Re: Folders in Sequence mode
« on: June 13, 2020, 06:48:15 am »
just a thought... how about automatic foldering based on which figure a sequence applies to?  maybe as a togglable option.

35
Finished Works and Works in Progress / Re: Some guy in space
« on: May 28, 2020, 12:42:33 pm »
He's dead, Jim.

36
Ongoing Anim8or Development / Re: Sound in Anim8or
« on: May 23, 2020, 07:25:38 am »
for those agitating for multiple tracks... you could pre-compile your audio into one .wav file, using Audacity for example.  that way you could have as many different overlapping sounds as you want without needing multiple tracks within Anim8or.

37
Finished Works and Works in Progress / Re: Free voice over software?
« on: April 15, 2020, 02:59:54 pm »
i'd second that; Audacity is great for that sort of work.  check out the 'Effect > Equalisation...' option :)

38
i'll second that

39
found a bug in 1357: in point-edit mode, shift+move doesn't respect Grid Snap.  move without shift works fine, and everything's fine in the main Object/Edit mode.

40
very nice modelling, but i might have to report you to the National Society for the Prevention of Cruelty to Keyboards :P

41
General Anim8or Forum / Re: Where is everybody?
« on: February 12, 2019, 03:36:14 pm »
For anyone who's hanging around... what can we do to garner interest in Anim8or (and in the forums) again???

i'm tempted to say 'make a film'.  must admit i haven't made a CGI short in 10 years now, but i'd love to get back into it.

maybe in the interests of feasibility we should start by aiming for a very short video (30-60 sec or so) rather than a full-blown short film; something that could be put together fairly quickly to try and build momentum.

42
Finished Works and Works in Progress / Re: spot the Anim8or bit...
« on: February 04, 2019, 03:14:16 pm »
got 2 out of 3, Drewi - also the speech bubbles and the little drawings inside them

and thanks for the kind words, everyone :)

43
Finished Works and Works in Progress / spot the Anim8or bit...
« on: February 02, 2019, 06:19:09 am »
back in 2015, myself and a couple of friends shot an hour-long pilot for a live-action TV series called Unbelievers.  it's had a very long post-production process, and we spent a couple of years trying (without success, unfortunately) to get the full series commissioned by a broadcaster.

so we've decided to recut the pilot as a five-part miniseries and release it online instead.  the first 4 instalments are out now, and the last one will be released next Friday.

the on-topic part here is that there's a bit of Anim8or work in the title sequence - blended in with other elements created in GIMP, Krita and Vegas Pro.  the titles start about 1:12 into the first episode.  can you figure out which bits are .an8 and which bits aren't?

&list=PLRvRKST3gKPsVgU7CSejCOb945xrOwmoy

44
Anim8or v1.0 Discussion Forum / Re: texture tiling edge issue
« on: January 29, 2019, 07:15:30 pm »
...very rarely need anything that big...
true.  but for the rare occasions when we do (or maybe less rare, as we move into the Ultra-High-Def era?), would it be possible to have a switch to turn off the inbuilt 4096 limit?  maybe with a checkbox to say 'yes, i'm running this on a monster rig and i understand the risks' or similar :D

45
Anim8or v1.0 Discussion Forum / Re: texture tiling edge issue
« on: January 26, 2019, 12:36:58 pm »
thanks for the feedback, everyone.  i did previously consider the method Alec and Steve mentioned, but i didn't think it'd be effective when doing a UHD render, as there's so little leeway between the 4096 texture limit and the 3840 output width and i'm trying to do a pretty big zoom.

i went for a brute-force solution in the end - since most of my maps are block-colour areas, i was able to set up some little strips of the right colours that masked most of the tile borders, and then did some jiggery-pokery in post-production to recombine everything into a mostly-seamless video.  there are tiny fragments of the seams still visible along the landmass edges, if you know where to look, but they're unobtrusive enough.

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