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An update to Anim8or, v1.00b, is available with a few bug fixes. Get your copy HERE. See the "ReadMe" file for details.

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 1 
 on: Yesterday at 08:24:12 am 
Started by Steve - Last post by johnar
Quote
1. Copying only a zero key doesn't really mean anything. Ignore it when this happens.
2. Copying only one non-zero key is pasted as a one frame phoneme, with a default 2 frame lead and 2 frame tail if those aren't also selected.
3. Copying all or parts of multiple keys treats each key independently according to these rules.

I realize that this is a bit confusing but I haven't been able to come up with a better solution. Any ideas?

Yes i think i see the problem, as explained in number 3.

 Keeping in mind that a copied non-zero key is pasted with a default lead and tail key, then it makes sense that this scenario will always cause issues if overlapping occurs.
 The problem has potential to become 'overwhelmingly confusing' when "Copying all or parts of multiple keys"
Two possible solutions.
 
1) So far, the easiest solution i can see to this is to not allow overlapping.

 Then, how would this work, when applied to "Copying all or parts of multiple keys"
 If existing keys are 'deleted if overlapped', including any 0 keys, would that then 'clear the way' for the 'non-zero and its default lead and tail keys'?

  Keep in mind that, in my experience at least, when animating lipsync manually, the chances of ever 'needing' to 'overlap the same phoneme key' in the timetrack is .........never (?)........

 As mentioned earlier, a warning to the user that 'keys will overlap and affected existing keys will be deleted', would work.

 So, to clarify, one possible solution that i can see at this point, is to:
 'Not allow overlapping, and if overlapping is going to occur, delete any existing keys from the timetrack that will be overlapped'

 Would that work?

EDit:
 Possible solution 2} If copying a 'block' of phoneme keys, to repeat further along the timetrack, causes problems when 'pasting'  due to phoneme key 'rules' then would it be possible to somehow change those phoneme keys to ordinary keys, as is done when overlapping/adding keys into a sequence, in scene mode? Then the keys to copy would just be ordinary keys, and the phoneme key rules would not apply

 2 
 on: July 07, 2020, 10:46:00 pm 
Started by Steve - Last post by johnar
 Steve.
 Am thinking of options re copying phoneme keys. Will get back to you on that in a day.

 re scrubbing....awesome.
 re stuttering, I tried to upload a zip with a video in it of play option stuff in magpie pro just for interest and comparrison sake. Unfortunately too large for attachment so have emailed it to you.

EDIT: Sorry i got rushed there steve. After checking the video, the sound is pretty bad,
 I shouldve made it a bit shorter to cut down on size and audio quality.
  Although the sound quality is bad, i just wanted to give you an example of what it sounds like frame by frame in other audio/lip sync software, as maybe a sort of comparrison thing.
 It does sound sort've 'stuttery' anyway, being the nature of 1 frame of sound.
 But thats probably not the 'stuttering' you were meaning anyway.

 3 
 on: July 07, 2020, 06:52:41 pm 
Started by Steve - Last post by Steve
johnal I've run into another issue with copy/pasting phoneme blue keys. They aren't independent. Each phoneme starts and ends with a 0 key on either side on the key.

So what does it mean to copy a phoneme key? What I propose is:

1. Copying only a zero key doesn't really mean anything. Ignore it when this happens.
2. Copying only one non-zero key is pasted as a one frame phoneme, with a default 2 frame lead and 2 frame tail if those aren't also selected.
3. Copying all or parts of multiple keys treats each key independently according to these rules.

I realize that this is a bit confusing but I haven't been able to come up with a better solution. Any ideas?

BTW I have scrubbing working for the arrow keys and scrubbing. It plays single frames so kind of stutters. I'm trying different ways the make the scrubbing sound smoother. (But scrubbing backwards will always stutter since I cant play the sound in reverse.)

 4 
 on: July 07, 2020, 02:44:56 am 
Started by Michel Colašo - Last post by johnar
 Hi there Michel.

 Could you please make that copy with english subtitles, when you get the time.
 Would really like to watch the full 1st episode, but, eu nao entendo portugues.

 5 
 on: July 05, 2020, 07:00:41 pm 
Started by Steve - Last post by johnar


 6 
 on: July 05, 2020, 06:55:29 pm 
Started by Michel Colašo - Last post by Michel Colašo
&lc=Ugy9hEm6a4AialgMsMR4AaABAg

first full episode!

 7 
 on: July 05, 2020, 11:43:35 am 
Started by Steve - Last post by Steve
Regarding sampling rates, there are tons of free sound effects and such available, but they have different rates. It'd be easier to use then if you didn't have to do the conversions. Besides, learning a bit of new math ain't all that bad

 8 
 on: July 05, 2020, 10:10:03 am 
Started by bayinghound - Last post by bayinghound
Excellent! I am probably forgetting something very basic here....How did you add your animated screens like projected broadcasts or data transmission? I can do this in about 10 other word processing programs for a slide presentation or video, but how does this go in Anim8or?

The transmission was separate. I used chroma key in the monitor and then put the video in. I had to do this with my video editing software. I'm currently using the Pro version of VSDC.

The bearded guy was done in Makehuman and then I used a few morphs.

 9 
 on: July 05, 2020, 10:07:20 am 
Started by bayinghound - Last post by bayinghound
Cool robot.
 The jump looks awesome, but the landing needs to be a more obvious 'landing'. ( a 'timing and weight' thing) 

 Actually, of course, i could be wrong.
 It would depend on the gravity...   ;)

 Cool robot  :)

I thought about that and you're right. That landing isn't optimal. But, it is in space, so I could go the lazy route and keep it as is.

Thanks for your critique. I appreciate it.

 10 
 on: July 05, 2020, 01:21:08 am 
Started by bayinghound - Last post by johnar
 Cool robot.
 The jump looks awesome, but the landing needs to be a more obvious 'landing'. ( a 'timing and weight' thing) 

 Actually, of course, i could be wrong.
 It would depend on the gravity...   ;)

 Cool robot  :)

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