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Messages - Alpha2

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31
General Anim8or Forum / Re: render resolution question
« on: July 27, 2016, 04:30:03 pm »
No I realize that, but let me see if I can describe the confusion I'm running into...

Lets say I'm working on a comic book. The finished size of a page is (very) roughly about 2100 x 3070 for a 7x10" image at 300 dpi
If I produce a similar image on Anim8or with the same dimensions I get an image that fits the page layout, but at 254.

I wanted to know is there anyway to change the resolution so it just gives me 300 without having to alter the size of the image itself. I ask mostly because the 254 seems like a strange number to land on without a reference for why the program chooses that I'm used to programs like Illustrator or Photoshop that just automatically give you control over the numbers from the outset. Sure, I might be able to squeeze 300 out of the image through resizing but I've run into issues with pixel blurring in the past when clients supply me with sub print quality images which makes me gun shy about using that method and potentially wasting time. It's not so much that I don't want to do the math as it is I'd like to try and remove steps that leave room for error.


32
General Anim8or Forum / render resolution question
« on: July 27, 2016, 07:42:11 am »
I'm working on a project that requires me to edit rendered Anima8or images for a printed book, but the generally held rule is that 300 DPI (or in some cases pixels per inch) is the minimum size for a decent print of a non anti-aliased image (which it needs to be for editing purposes since aliased images aren't as sharp). The Problem is every large render I do seems to read below 300 in Photoshop (254 to be exact.) I'd really like the images to be as sharp as they can and raising the resolution after the rendering will just end up hurting the sharpness.

Is there any way to up the resolution of the file output from 254 to 300?

(I know some people say PPI is not DPI but to be on the safe side I've always kept PS files set to that res. to avoid the issue entirely with clients.)

33
General Anim8or Forum / Re: Brush Weight Issues
« on: February 02, 2010, 02:42:19 am »
Sometimes I wonder if weight painting would be faster if you could paint faces.

34
General Anim8or Forum / Re: sequence mode?
« on: January 22, 2010, 06:29:54 pm »
I use a wacom with my laptop, handy tool for anyone doing graphics.

35
Sounds cool. Is there a download link?

36
I see, that explains the aliasing and the HUD in the corner. In your case the sphere makes a lot more sense, for the animation I'm working on the exterior shots wont have as much camera movement. What are the requirements for your game or is it still too early to judge?

37
thousands of miles? geez what are you rendering this on, skynet?

38
Yeah, my background is more in print media so I tend to start from that perspective. Still, changing the numbers to correspond to Raxx's suggestions was the best route to the visual I was aiming for

I tried the sphere method first and despite the stretching I had a problem with the texture towards the top of the dome, using the UV function only created problems elsewhere laterally.


39
General Anim8or Forum / Re: Sorry and a question
« on: January 17, 2010, 02:42:19 am »
As I recall Tom had several variations (as seasons of Toonami progressed he got upgraded more). I doubt anyone has a free version of his model just laying around these days. But googling images of him (lots of reference) he's not an extremely difficult character to try building in anim8or. You could make it your own project to "rebuild" him in a way.

40
General Anim8or Forum / Re: My tutorial video...
« on: January 17, 2010, 02:35:37 am »
Short, quick, to the point. Any new AN8 users hitting youtube will find it fairly easy to understand.

I'd imagine the more senior users might expect to see more depth to the explanation of other types of shadow styles later though.

41
Okay well it wouldnt be a big issue for me to remake the image I've done it like 12 times already. I've been using the standard 72 pixel internet resolution but I've been making it like 1280 by 720 just to try and make it huge and eliminate the  blurring because I thought Anim8or was causing it. I'm going to start experimenting now with the panorama and image but I'm not sure what settings are required to make a cube map. If it's specific to .97 then I'll have to do it some other way since I use .95




EDIT: after messing with it a while I managed to get a decent star panorama with the settings 256 resolution, width 2048, height 512. I end up with an image that's 8x2 inches and it shows no signs of pixel stretching. Now I need to play around with it to get some better detail.

42
General Anim8or Forum / Re: models for animation
« on: January 17, 2010, 12:53:36 am »
Getting decent joints is one of the hardest things I've every had to work on in AN8. But generally what I've learned is to use Weight Painting and make sure you create solid tubes for the things you dont want to deform so that you can put geometry inbetween that will bend. Also you have to feather the influence between those solid areas. For a knee I'll usually have a seperation of about 3 blocks between the thigh and calf that way the edges of those sections will be solid and then the influence fades to a 50/50 split in the middle and you get a passable knee assuming the geometry wasnt painted incorrectly.

43
I was working on a scene that with stars as the back drop. I've tried several times with no success in photoshop to create a texture that looks good when placed in a shot as a panorama. It always ends up stretched and/or blurry. Is there a specific size for the panorama that I can use to avoid the stretching?

44
General Anim8or Forum / Re: Material becomes locked
« on: January 10, 2010, 07:23:38 pm »
Ah finally! thanks There were some left over materials from a previous model I built in the object pallet, I've been trying to keep everything in the global materials lately and I guess I missed these.

45
General Anim8or Forum / Material becomes locked
« on: January 10, 2010, 06:47:13 pm »
I was trying to edit the colors of my mesh and  for some reason some of the materials are grayed out. I cant select or edit them. It's happened before and sometimes I look and they're mysteriously back but as of right now I have no way of using those colors, anyone know how to get them working again?

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