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Messages - Francesco

Pages: 1 2 3 [4] 5 6 ... 13
46
Finished Works and Works in Progress / Re: wip: shredder beast
« on: December 02, 2008, 05:31:20 am »
Nice draft! There are three things that hit my attention: the legs are too human-like, the fangs/horns could be made more spiky and finally it recalls me a lot the Aliens' Queen! Did you take inspiration from there?

It's a good start in any case, keep on modelling, I'm curious to see its evolution Lizeal.

47
Finished Works and Works in Progress / Re: WIP - Disc Cutter
« on: December 01, 2008, 08:57:06 pm »
Ok ok I'll take the credit but let's cut it otherwise I'll lock this topic!
Eheheh, of course I'm kidding, I am very happy that you all enjoyed my work, and I want to thank you all for your compliments - yes, I played humble, but in reality I'm pleased to roll myself into public ovation - who doesn't? maybe real geniuses don't :P

But back to serious things, I'm really happy because your ideas about workarounds and challenges match perfectly my thought. It's a pleasure to share this philosophy.
So, have fun challenging the next so-called 'limit', whichever the field, and thanks again for dropping in guys.

48
For what is worth I agree with you novocas, and I believe that the good news announced by Steve will include better figure/sequence handling.

49
General Anim8or Forum / Re: joining solids trouble
« on: November 30, 2008, 10:31:16 pm »
You're welcome. Also you see, I've learnt a new thing - I knew the params but missed the convert to mesh part, thanks for the completion Ensoniq5

50
General Anim8or Forum / Re: joining solids trouble
« on: November 30, 2008, 09:45:15 pm »
Yes you can't join subdivided meshes. You can get rid of the subdivision by adding a modifier to the object, selecting both the modifier and the subdivision, then "build>modifiers>bind" and finally "build>modifiers>effect". Of course take care not to modify the mesh with the modifier, leave them separated when you bind them together, just to be sure. I've been told that there is another way to do the same thing by messing with the subdivision parameters, but I couldn't succeed. Using modifiers anyway works, you can use them.

51
Yes that worked NickE, thanks for the indication.

I've made another little thing that might come useful. It's a three digits framecounter, already textured, set up and attached to the lower-right side of the camera's viewport.

I made it with rotation controllers and three 10-sided discs just like car's milecounters. To take less space on the screen I packed the three discs horizontally - even if it isn't physically possible it does the trick, I think that nobody will argue ;) I've also given it a light green emissive color, useful if used in a dark scene.

Always looking forward for your comments, I'd like to know if you think the features imagined above could be of use or - more important - if you find them handy as solutions.

Cheers,
Francesco

Project and textures in the zip file.

52
Uhm... this is sort of aetherial subject... more than speaking of avi materials, this is another workaround. I'll try to be as clear as possible, but the idea itself is cloudy, I hope I'll be able to explain it right.

So assume you want to add some kind of monitor to your a8r scene, and that you want it to display the frames of a movie. You would use avi materials if you could, otherwise you could do the trick using several materials and single frames from the movie.

In the attached zip there is the project and the pictures used to make the small gif animation attached separately.

The upper animation is made by sliding the "tape" in scene mode, the lower one is made with a morph target and a controller (by the way, once you set a controller for a morph target anim8or won't allow you editing it any more, at least it does so for me - clicking on its track doesn't pop up the edit key dialog).

So this approach has several negative sides.
- needs separate frames;
- needs a material for each frame;
- the tape that exceeds the viewport must be hidden by something else.

Variations of this technique can be made using an extruded regular polygon and sticking the frames to its faces, finally animating it by turning it about its center. Another variation could be to use single objects (simple planes) to store each image and then adding them all to a figure where, using one bone for each image, you can make each image to stand in front of all the others during each different frame.

The last approach is the most expensive as number of different things you need to set up in the project, but if you can automate a bit the process of manually editing a .an8 project file, this all becomes really fast. The most important advantage of using the last variation is that you don't need to hide the rest of the tape (the frames hide each other). In other words you can fit the animation in a flat plasma monitor inside of your scene ;)

Here I come to the most interesting issue for me. The blue boxes sideways in the animation should hide the rest of the tape.

What if I could tell it that everything falling inside of that blue boxes must not be displayed/rendered?

It would need something like a material attribute tagging it as "empty space", "transparentizer" or whatever, and its result would be to ignore everything that falls inside of it. I think that this check could be done using the same "odd/even" test used when raster-filling an irregular poligon.

More or less in the same way, it would be a very useful animation feature to be able to set a material as an object exchanger.

Once again this is not so easy to explain, but I'll try.

Take the disc cutter I put in the WIP forum as example, and imagine the same work made in this way:

- object1: one object representing the white block.
- object2: one object (a figure or a morphed object) representing the hollow block and the disc.
- object3: one object, eventually a simple plane, set with a material tagged "changer" or whatever.

I put object1 in the scene and I put object3 between object1 and the camera.
I set a property of object3 telling it that object1 must become object2.

Now, when the renderer scans the lines of the viewport, it can tell if it is intersecting object3. If it does, it simply replaces object01 with object02 and renders that pixel as if the objects were actually exchanged.

I thought that this could lead to several problems. First of all, if object2 is not truly into the scene, it would share and use the tracks of object1. Fine until you don't want to use two figures and different animations.

I went to imagine this variation. Both object1 and object2 are put in the scene, and in the same spot of the scene. Object3 has two different special materials, one tagged A and the other tagged B. When the scanline intersect material A it displays only object1 and visaversa, crossing B only object2 will be visible. This is sort of adding a special kind of object to the whole system, as you'd need to tie object1 to material A *inside of object3 properties*.

I hope I've made it clear enough even for those who are not so accustomed to anim8or finesses and coding in general. I could make it all more transparent with some diagrams if needed.


53
General Anim8or Forum / Re: Polly updates
« on: November 30, 2008, 11:19:11 am »
Well that's really a good new Leuat, have fun coding Polly - but tell me, isn't there any chance to see the 0.095 version when it will be ready? You might take advantage from letting us testing it.

The screenshots are awesome, I'm really looking forward for the first release.

54
Finished Works and Works in Progress / Re: "TIME" wip comp
« on: November 30, 2008, 10:48:15 am »
Cool work so far falloffalot, and about making the growing vine, I believe it can be easily done as floyd suggested.

Keep on

55
Finished Works and Works in Progress / Re: WIP - Disc Cutter
« on: November 30, 2008, 10:44:11 am »
Wow, genius... :)
oh, come on, you are either exaggerating or kidding, pick one... I hope for the first, and in that case, I'm glad you like the experiment - The next time that I will write "looking for C&C" I will mean "looking for cheers and compliments" 8)

Anyway, I've been working on another experiment, a more generic one, and I'll post about it in the preview forum.

56
Finished Works and Works in Progress / Re: WIP - Disc Cutter
« on: November 30, 2008, 05:57:53 am »
Thank you all very much, you're very kind but honestly I didn't do much more than joining together already existing techniques. I do have a couple of ideas about how to make stuff like this easier. These ideas are also about adding some kind of movie-material. I'll make some illustrative stuff and I'll post it as another topic.

57
Finished Works and Works in Progress / Re: "TIME" wip comp
« on: November 29, 2008, 10:38:03 am »
I agree with Lynn and spriter12, that would be a shame to leave out that ring, which looks cool to me. That's a good project, looking forward for the final composition falloffalot.

58
Finished Works and Works in Progress / Re: Weapon WIPs
« on: November 29, 2008, 10:29:04 am »
I do prefer the simple style of the katana over the other one, but it will be nice to see both in the video. Apart from the material appearance that can be improved following headwax's advices, I would make the second sword's blade a bit larger, it would make it look stronger, but that's matter of tastes.
Well done, I look forward for the next renders Dreadkb.

59
Finished Works and Works in Progress / Re: Spartan Gear
« on: November 29, 2008, 10:17:11 am »
Cool weaponry! I love ancient stuff, and the movie is nothing less than a cult. I'm planning to give a try to some similar items, but inspired to ancient sardinian warriors. Are you also making the model that will wear that gear?

60
Finished Works and Works in Progress / Re: WIP KNIGHT for Gamers
« on: November 29, 2008, 10:08:24 am »
Very nice model Neodelito, you gave him a cool bad-looking posture. A curiosity: why the wireframe shows two selection boxes? Looks like you didn't join the two halves. Well done, I look forward for the high-detail texture version.

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