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Messages - cooldude234

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16
Finished Works and Works in Progress / Re: Galacticats!
« on: May 31, 2016, 06:05:59 pm »
And I'm kind of going more towards digital since that's what I'm working with and I do NOT want to go through actually drawing every frame on paper, nor do I have the equipment to do real cel animation. Sure I could use filters to make it look like paper, but I like how it looks now. It's still going to be traditionally animated, just digitally drawn.
I was talking about style and not actual process.

17
Finished Works and Works in Progress / Re: Galacticats!
« on: May 31, 2016, 03:19:20 pm »
First off, this is awesome, second off I just saw your nyan video (congrats on that view count!).
Also are you trying for a retro cell shaded look, or are you aiming for the clean digital look that came from the mid 2000's?

18
Also a side note, the first public release wont have a gui interface to work from (the scripting application and not the engine) because I need to get scripts fully working before I can start work on that portion. Once scripts are working the engine is fully usable anyways and I'd just prefer to get it out as soon as possible rather than waiting longer.

Basically it just means that with the first public release you will just have to type all of the scripts out by hand (which is probably what you will be doing in the final version anyways) in something like notepad. It's really not all that bad, just a little inconvenient is all.

19
Ongoing Anim8or Development / Re: Off to Italy
« on: May 13, 2016, 01:17:47 pm »
Do you have family over there? Or do you just really really like Italy :D

20
Yes actually.
Basic collision detection works now (ray triangle collision) and the GUI has been somewhat reworked as well (added layers however multiple screens with GUI's still need work). There's also been numerous of other things worked on from small things like spec mapping and multi texturing to bigger things like normal mapping and a model-texture compression LOD method thingy, that I obviously don't have a name for, that sounds overly complicated but it is only somewhat over complicated :P .

The big thing that needs to be re-implemented is scripts, once I get that working and implemented that's when the first public release will be available (mostly for debug and feedback reasons though).

Now I just need time, I worked several 12 hour shifts in a row at work this week so for the past 7 days or so my life has been sleep work sleep work sleep work and nothing but, and I probably still have a few more to go.

(also an update video is planned still, but I am also looking for a hardware encoder to screen cap without software, as well as Im probably going to move away from adobe premiere to Sony Vegas because premiere is a nightmare to work with)

21
To make up for the cruel joke, here are some more light-hearted jokes.




22
Cool. Do I get fries with the combo? And can I swap the drink with a milkshake? ;)

It will cost ya extra ;)
(Im glad at least someone got it)

23
    Big Annoucement!

    So its been a long time since I started working on this project and at some point I realized in order to finish it I'd need to spend more time working on it, which means I would need actual funding. If time equals money then I should have had enough to put a large down payment on a house by now. So I thought about a couple ways to go about this, one being a donation button, but I quickly scraped this idea because I knew it wouldn't bring in too much of anything as well as it being inconsistent.
    So with a lot of careful planning and thinking things over I decided to make this into a paid for software.

    *links will be available tomorrow (6 PM UTC-05:00)
    As of tomorrow you will be able to pre-order the software (once the site is officially up), the licenses are as follows.


    Non-commercial use;

    Commercial use;
    And if you per-order any of the licenses you will receive 3 free tools/modules valued at $300 CAD that work specifically with this engine.
    *more info will be available about these modules in the update tomorrow
    Please note that due to compatibility problems that Linux distributions will not be supported and an extra cost will be added to the Mac versions to cover the cost of extra work that is need for that platform.

    *links will be available tomorrow (6 PM UTC-05:00)

    24
    Ongoing Anim8or Development / Re: Picking Rules
    « on: March 26, 2016, 04:55:48 am »
    Pixel Perfect is much, much easier to do, but it's almost impossible to select single pixel wide lines or points. You'd always be selecting a face because they cover most of the pixels. I don't think any modeling software uses it for that. Anim8or has never used it. In v0.98 you can only enable points OR edges OR faces. It uses a 4 to 8 wide window, depending on the tool, but you never have to click exactly on a point or edge. Enabling multiple P/E/F at the same time, as it does now, requires a smarter hit algorithm which I described above.

    Well that's why you allow the changing of the line/point thickness and sizes.

    25
    Ongoing Anim8or Development / Re: Picking Rules
    « on: March 23, 2016, 12:17:31 am »
    The only thing I have a problem with is that minimum distance (or snap - select). I hate it when I have a mouse over something I want to click on and it selects something else just because it is 'in range'. Making this a user defined preference would work but in my opinion selections should be pixel perfect always.

    26
    Finished Works and Works in Progress / Re: Toy Airplane
    « on: March 20, 2016, 07:00:18 pm »
    well you could have tilting thrusters to change its direction, but I guess this makes it more of a rocket in stead of a plane :P

    27
    That calculation while correct comes in 2 flavours.
    The second is
    (400,000,000/1024)/1024=381MB

    heh, what is the average texture size people are using here?
    My average is 64x64x4 and my largest would have to be 3200x1600x24 360 panorama

    Trev

    Yea I was rounding numbers just for simplicity.
    As for that res, it depends on what I am doing.
    If I am dealing with scans or master copies I usually have resolutions above 5000 x 5000 (like that 10,000x10,000 I mentioned), but If I am just making a simple ground texture it is usually just a 512 x 512 image.

    28
    textures are stored as full size images (i.e. a 4k by 4k RGB .jpg file might use only a bit 1 or 2 MB on disk but in memory it uses almost 100 MB, including mipmaps), and subdivision meshes, while they are very compact on disk, can grow quite large when expanded into memory.

    And he is not kidding either,
    I made a drawing application that handled large images (I made it just for quick tests) and needed fully uncompressed images in memory so a image would take the full space it required. A 10000 x 10000 32 bit (rgba) sized image took up around 400 Mb in ram.

    8 bits per channel = 32 bits
    32 / 8 = 4 bytes = one pixel
    4 bytes * 10,000 * 10,000 = 400,000,000 bytes
    400,000,000 / 1000 = 400,000 Kilobytes
    400,000 / 1000 = 400 Megabytes

    Also I was using (one of) the oldest opengl function for taking image data from Ram and uploading it to the Vram (glTexSubImage2D) in real-time. That probably spawns nightmares in Steves dreams :P

    29
    General Anim8or Forum / Re: Creating a texture
    « on: February 28, 2016, 07:28:35 pm »
    My Paint is another good free program. It is very easy to use. Here is a link:http://mypaint.org/downloads/

    My paint is more for painting and drawing rather than image manipulation. I think the op is looking for more of a bitmap editor.

    30
    General Anim8or Forum / Re: Creating a texture
    « on: February 28, 2016, 07:04:31 pm »
    I think what you need to know is all about image editing.
    There are many free applications out there that you can use to do this.
    Gimp and paint.net are two that you can download for free (I don't really recommend paint.net),
    as well as paid software like
    Fireworks and Photoshop (also not recommended).

    They all pretty much work the same as they are all based around the same principal but with different interfaces.

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