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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 - Alpha2

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General Anim8or Forum / Re: "An8-Chan" side project
« on: December 11, 2016, 11:58:18 pm »
Looking very sassy there, great work!

General Anim8or Forum / Re: "An8-Chan" side project
« on: November 26, 2016, 11:05:22 pm »
@Alpha2 ....little??...It sounds momentous to me.
 :-\ ???..doh!!...I got a little confused earlier thought it was .a8s tutorials you were talking about.
Yeah, I meant more the character design aspect. Tutorials are best left to people who know exactly what they're doing. XP

Say- at first I was just thinking of best ways to work of the anim8or robin. At first I thought maybe trying to with some kind of thing that just worked off the pallet, but dressing a girl in red and yellow doesn't exactly lock-on to anim8or.

So I've been thinking- what if she has bird features built into her design? I.E. the anim8or.exe icon features tallons, so what if she had yellow talons for feet yellow scales at the lower segments of her legs?

The best bet is to start as simple as possible maybe use a base color like the gray user interface color for a simple outfit and then start adding features based on UI elements and such that way you can try  a part see how it looks and keep or disgardbased on how weel they match. Maybe hair can be red (possibly "feathered") with yellow accents rather than it being her clothing colors, otherwise she'd probably end up looking too much like the Chinese flag.

General Anim8or Forum / Re: "An8-Chan" side project
« on: November 26, 2016, 03:28:12 am »
Sounds like a fun little project, I suppose people could drop their own variations on what she should look like into a thread and you can judge which one you'd like to use as a base design. Maybe have a low poly version to start and have her become a slightly more detailed and higher resolution model as the episodes progress, or just have different models of her made by different people.

I was just messing with the IK tool to try and learn how it's used in Anim8or, and I've found that it still freezes as I mentioned before,  even without highlighting the frames in the timeline as I used to do with the older .95 version

What I did was copy the first key frame to the last frame of a 31 (0-30)frame animation after creating 2 or 3 key frames before the end. then I removed the rest of the default number of frames (31-70) and set the animation to loop scene. When I tried to stop it it froze even though it should have simply treated as a normal animation. So now I wonder if it's not something directly related to the "loop scene" command rather than my initial monkeying with the timeline.

So far nothing has really stopped it.
Any attempt to interact with the program causes it to gray out the whole thing and the only way I seem to get out of it is when the computer asks me if I want to stop the unresponsive program.

The weird thing is it only seems to lock after the program has been in scene mode for a while. like if I just go in an immediately go to scene mode and try it, then it seems fine, but I try it a few minutes later and that's when it locks. Before that I'm sure space or esc would probably stop it, but that's only because you can still hit the stop button and achieve the same effect, once it hits the point of not return nothing I can do will save it.

Not sure if anyone has pointed this out yet, at least I haven't seen it in the recent posts...

Usually what I'd do with .95 in a scene to test if a character movement looks right at regular speed is: hit the loop scene button and then highlight the range of frames I want to see, then play. It will run through the section of the animation and jump back to the beginning of the highlighted range until I hit stop. But in the current version (or at least I've only tried it in 1258) doing this results in the program getting stuck in the loop when I try to stop it, then graying out and becoming unresponsive with the only option to kill the operation.

General Anim8or Forum / Re: Old Guy On the Forum
« on: August 30, 2016, 01:39:43 am »
I was using an old version of the software for years hoping to see some significant updates, though it seemed to be taking a while and I stepped away from the forum, but stopping by the homepage to see if any news was released about an updated version. Then I stepped into the forum a couple of weeks ago with a question and discovered there had been a ton of updates that hadn't shown up on the main page. I'm still using the old version as a main for some of my projects while I learn the functions in the newer one better and granted most are still being tested, but they address almost every issue I had with Anim8or in the past and at this rate I may have no issues in the near future at all.

General Anim8or Forum / Re: render resolution question
« on: August 14, 2016, 04:53:05 pm »
Alpha2: Try setting the JPG quality to a higher number.  The default of 90 isn't really 90% - I don't know how they apply this number - it's just a parameter to the compression function.  Try 100 and see if that's OK (or just use .png -it's better than .bmp because it's losless but compressed).

The last attachment was rendered at 100 quality already. I expected some blended edges, but I guess JPG magnified to that size will always be a bit messy. So yeah I'll try running with PNG instead.

General Anim8or Forum / Re: render resolution question
« on: August 13, 2016, 11:52:52 pm »
I had to make some prints for a company few years back, and I've noticed there's amazing quality even with  150dpi for huge banners and prints. Always check antialiased when rendering, though.
I also had no problem rendering videos at 4K resolution with anim8or.
Unfortunately, it seems the max resolution for textures is same as the max resolution for renders 4096x4096.
Sometimes I create my textures as 8192x8192, and I have to size it down to 50% to be able to load it in anim8or.

Overall, anim8or proved to be the perfect choice in every situation for me :)

Antialiasing is fine when you're not editing. But it's a hassle when you get into photo shop and go to select an area of color and you get spotty edges. I've worked on projects that have required pixel perfect accuracy and the kind of "halo" effect you get on aliased images list the last thing you want to deal with.

cooldude234: check out build 1240 - I added a pixel/inch attribute for saving .BMP, .PNG and .JPG images.  Let me know if it does what you need.

Note: .PNG files only support pixels/meter as far as I can tell so I use the closest equivalent.

I gave it a spin with one of the projects I'm working on, and it seems to work perfectly! Thanks for looking into this Steve. The test file properties read exactly as I'd hoped in their properties tab. The compression on jpg seems a bit more aggressive than I remember, but it's probably just been a while since I last rendered a simple jpg in Anim8or. I'll probably just stick to BMP and PNG for any serious still image output.

General Anim8or Forum / Re: render resolution question
« on: August 02, 2016, 03:12:11 am »
I wrestled with a lot of codecs early on trying to get one that wouldn't glitch out or get massacred in the Youtube compression. The Xvid Codec has been pretty good to me for at least 720p at 24 or 30 frames (720pHD profile, single pass) the clarity has always been pretty good for a fair size and reasonable rendering time, But then again I don't use many lights and have never rendered at 60 frames per second in .95, now I kinda want to give it a shot and see if it holds up.

General Anim8or Forum / Re: render resolution question
« on: July 30, 2016, 05:25:02 pm »
Yeah, it's mostly just an inconvenience, not specifically a bug or anything just something causing more confusing than I'd like. As I said most of the art programs I use give you control over the size and resolution at the very start, eg. Need an image to be exactly 3000 pixels wide or even a 7x10 image at 600dpi? You get it before a single pixel is drawn. Here it's a matter of figuring out how many pixels you need the finished art to be based on the pixels per inch of the file type of the finished render and hoping that was composed so that it provides enough to achieve the dimensions you need if you reduce the size of the image to fit and placed into an existing page layout is exact. It can get to be a bit time consuming so I was looking for a workaround to speed things up.

In printing (at least on paper), I'm guessing people have just merged DPI and PPI for the sake of simplicity when dealing with more widely available Print on Demand services. it's been Hammered into me from the beginning that 300 ppi results in an image that doesn't show jaggies or stair stepping on rounded or diagonal lines when going from a digital medium to a printed one where I'd assume DPI originated, so rather than wade into the details with laymen they just seem to use the different terms to mean the same thing. After a while they just became interchangeable except for people who are much more technically versed in screen resolutions.

General Anim8or Forum / Re: render resolution question
« on: July 29, 2016, 01:55:44 pm »
@cooldude234 Yeah, some printers can throw you for a loop with their requirements, I've been working in book production for a while and I'm still amazed what they can hit you with. The general rule I get from most of the printers I've dealt with is 300 dpi minimum for print comics in CMYK (I believe that's for offset if I'm not mistaken), there are some printers that accept RGB for direct digital printing now (Print on Demand places like Ka-Blam are usually okay with it) but they still suggest 300 pixels per inch. For printing on shirts, sweaters, etc. they may go as low as 150dpi, but only because their inks run a little naturally.

@Steve Thanks for looking into it!

General Anim8or Forum / Re: render resolution question
« on: July 29, 2016, 12:31:44 am »
I didn't over look it Seldon, The answer you gave me was somewhat sufficient, I was just trying to figure out if there was an in-program means for adjusting the resolution so that I didn't need to do it in a secondary program. Again, as I said before I was hoping to avoid situations that could result in errors from having to have an extra step. In the past I've had bad experiences with changing image resolutions where I've lost sharpness before between multiple art programs, so I seek opportunities to avoid the situation.

General Anim8or Forum / Re: render resolution question
« on: July 28, 2016, 03:39:36 am »
Okay thanks for the insight, guys. I'll give the latest build a look.

As I recall in the old pre-high bandwidth days, 72 was considered the standard internet resolution for Jpg. When I started looking into this I never found a reason for the 254 output on bmp., it never seemed to have a standard other than being a lossless/uncompressed file format.

I suppose for the time being I'll have to include an extra step to make sure I get the output I'm looking for. Glad to see development is continuing and the community still active and helpful.

General Anim8or Forum / Re: render resolution question
« on: July 27, 2016, 08:22:48 pm »
Slex, Actually your PNG comes up in photoshop as 72 pixels per inch. ??? ???

Is this in .98? I use mostly .95 because it crashes on me a lot less. though I guess I could use it for still renders if I can control the resolution the way I'm hoping to.

Edit:// just checked .98 didn't see an option for PNG. is there a trick to doing that? I haven't been around the forums in a while.

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