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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 - exile

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1
General Anim8or Forum / Re: Walk Cycle With Questions
« on: April 17, 2021, 11:37:03 am »
Thanks, FWL, I think this is the answer I was hoping for. I will try your suggestion.

2
General Anim8or Forum / Re: Walk Cycle With Questions
« on: April 15, 2021, 08:24:53 am »
Dear Forum, Since I either bored or overwhelmed you into silence, here is my own workaround solution. I did two passes with position keys, first with X (hardest) and then with Y for the ups and downs. Using the grid lines, I moved the character at every full step, putting the back foot in the position of the front foot. That was not enough to keep it completely in position, but with adjustments in between, it turned out better than expected. The walk itself is a little kinky, especially the arms, but my main concern was overcoming the sliding effect. Suggestions for improvement and/or an easier method will of course be appreciated.

3
General Anim8or Forum / Walk Cycle With Questions
« on: April 14, 2021, 04:21:09 pm »
Here's a stationary walk cycle - my first one - with a request for some help to graduate to a real walk. In searching the forum, I found a comment about using IK receptors to create a walk without sliding and skating. Aside from that comment I found nothing more about it in the forum or the manual.
I made the simple character following Ian's book and tried to use Johnar's method from his old walk cycle tutorial. I may have even discovered something useful. To avoid doubling the last frame, which is identical to frame zero, I made a key frame with all bones selected on the second to last frame, then reduced the number of frames from 24 to 23. The cycle might be a bit smoother this way, although it's still a pretty rough walk. Also pretty stiff because I don't know how to make the figure rise and sink during the cycle Johnar uses a bone lever system I'll try with the next character. In order to prevent skating, there must be a better solution than using position key frames to try to keep the anchor foot steady. Am I right that there is no onion skinning? Thanks for your patience and help.

4
General Anim8or Forum / Re: animating phoneme morph targets
« on: April 07, 2021, 05:39:01 pm »
Thanks very much for your suggestions, Johnar. I hope to become advanced enough to implement all of that before too long. Like other things I've found in this forum, I copied it and saved it as a text file in my Anim8orEdu folder.

I'm using myself as a guinea pig to see if I can get past beginner level in the coming weeks with Ian's book, the manual and this forum. BTW, I've subscribed to your YouTube channel to steal as much as I can from your whimsical, playful approach.

5
General Anim8or Forum / Re: animating phoneme morph targets
« on: April 06, 2021, 08:43:57 am »
Johnar, that’s how I did it, or tried to. So the lips are still moving during that stupid head rotation, which I will correct. I’m a long ways from mastering lip sync, the visual sound wave helps, but there’s also anticipation - mouths move before sounds are formed. Length of sound isn’t easy either, I was still unsure after different tries. A character without teeth doesn't have a convincing f. But I liked these results a lot better than with automatic lip sync with Papagayo in 2D programs.
There are two things I really appreciate about the phoneme morph editor: 1) it doesn’t seem to matter if the next sound comes before the fade of the last one is finished - by default, it looks like you would need five frames minimum before inserting another phoneme or you would have to manually replace fade out and fade in. That doesn’t seem to be necessary. 2) I went back to the object editor, deleted and reprogrammed a phoneme under the same name. The scene editor accepted the change and the key frames with that phoneme were still active and worked with the new shape. No extra work.
I don’t know if this is right, but it seems like my slightly dopey open-mouthed default position was a  lucky accident, because the transitions are smoother and it covers up slightly inexact timing. The neutral, or closed-mouth position was a morph and not the default zero in the phoneme editor.
Edit: Adding 2nd try here, the rotation was put at the end. Don't know if the head movements are too exaggerated now. It was impossible to delete the head rotation keyframes alone, I had to redo everything past those actions. The software "remembered" too much. Even converting the last frame before and the first frame after into corner frames did not prevent it. Fortunately only orientation was affected.

6
General Anim8or Forum / Re: animating phoneme morph targets
« on: April 05, 2021, 06:00:06 pm »
Thanks to both Johnar and Claude. The rotation (meant to go with "modeled my head") does take away from the hard work of lip synchronizing - the turnaround should happen at a time when he is not speaking, or just be limited - the easiest option. Great to have an exercise taken seriously - that's encouraging for a novice.

I'd like to learn to model a better head, no interest in photorealistic characters, just cartoon figures and marionette-style puppets. It's great to have this forum to ask questions. The responses are incredibly fast.

7
General Anim8or Forum / Re: animating phoneme morph targets
« on: April 05, 2021, 01:45:07 pm »
It's horrible the way computer programs do things behind the user's back that only an expert can figure out. Tracktion is now free, but it was paid software when I bought it.

I've completed the test run of my first 3D head. Not sure where to post it and where not. If it's ok I'll put a link here and in the thread about Ian's book, since all but the Johnar eyes is based on it. If it's not ok I'll delete it.



8
General Anim8or Forum / Re: animating phoneme morph targets
« on: April 05, 2021, 07:32:03 am »
Johnar, it worked like magic! Not only did your file show up with wave forms, I found a solution for the actual voiceover for the talking head. I had already tried saving the file, created in Tracktion, with Acoustica, my go-to sound editor. What I hadn't tried was opening it in Audacity and exporting it from there. That did the trick.

I wonder: I used the 64-bit editions of Tracktion and Acoustica, but Audacity is a 32-bit program. Could that be the reason? In any case, it really helps to see the wave graphic. I tried to plow ahead by selecting small bits of the time track to isolate words, but I can't do this blind, the morphs were off target (in the attachment, he's saying "Don't laugh at me" - the s is an attempted smile that looks more like a grimace or a stretch-out e sound).

Just so you are forewarned, the head of Peter Punker was made following Ian Ross' book, but the eyes are from a Johnar tutorial.

9
General Anim8or Forum / Re: animating phoneme morph targets
« on: April 04, 2021, 03:33:21 am »
Happy Birthday and Happy Easter, Steve. I read you are in Italy, we're almost neighbors, I live in Germany. I'm a Steve too, but won't sign with it in this forum because some people might think I'm the "real Steve" who knows the answers to their questions.

First of all, please take a holiday break from answering queries, including this one. It can wait.

When you're ready, here is a smaller audio file that didn't show as a wave form, only a straight orange line (my file for the project is over 5 MB and wouldn't upload). It plays fine. Maybe it's the Intel graphic card? I tried both ARB and GSL views.

10
General Anim8or Forum / Re: animating phoneme morph targets
« on: April 03, 2021, 06:56:14 pm »
Thanks very much, I kept clicking on the sound track and didn't see the gray morph track. The first word is taken care of. My .wav file is standard, 44.1 Hz and 16 bit stereo. No wave form visible. I tried saving it from another program and importing that file, no difference. But the phoneme morph editor is great. 

Wishing you a happy Easter Sunday and good health in these strange times.

11
General Anim8or Forum / animating phoneme morph targets
« on: April 03, 2021, 02:12:36 pm »
(Version in use: 1400) I finally have a head with phoneme morph targets and a wav file loaded in the scene editor.

Problem 1:  I can't see the sound wave graphic, which makes finding the moment to insert the phoneme morph more difficult. It's hard to find the right frame only by scrubbing.

Problem 2: According to Ian's book, there is supposed to be a phoneme editor accessible through Edit/Edit Phoneme Track. After I choose the character, it seems to add a track as I selected, but then nothing happens. The only way to edit the morphs I can see is with the key value editor, which requires at least a zero frame, a 1 frame and another zero frame for each morph - the mysterious phoneme editor is supposed to automatically put in the zero frames.

Problem 3: After inserting the right morph 3-4 frames too late, I tried to copy the keys with Ctrl+x and insert them in the right place. Ctrl+v did not put the keys back in. When I checked the morphs, that one had been deleted. So I had no choice but to close the program without saving.

Of course the first animation of a voice over won't be easy, but this rate I'll never get it done. Any help will be appreciated.

12
General Anim8or Forum / Re: Can Items in the "List" be named?
« on: April 02, 2021, 03:59:13 pm »
If you double click on something you can change the name in the properties dialog that appears. You can't double click on the item in the list dialog to edit it's properties - sounds like something that I should add.

That's a great tip! Workarounds are the daily bread of the software user, whether it's a free or exorbitant program. I agree with Johnar, excellent idea when you can manage. Since returning to Anim8or, I've noticed a lot of great features have been added over the past couple of years.

13
General Anim8or Forum / Can Items in the "List" be named?
« on: April 01, 2021, 04:28:06 pm »
I couldn't find an answer in the manual or the forum, although it might be there. I've learned that objects can (and should) be named. In the item list I find things like Group 01 or subdivision 12. Is it possible to name these? As always, I appreciate your help.

14
General Anim8or Forum / Re: UV Map quirks with house
« on: March 26, 2021, 05:00:08 pm »
So that's how it works! I was able to duplicate what you did for the front of the house, the back is not 100% but at least I understand the principle. Thanks for your patience with a slow learner.

15
Finished Works and Works in Progress / Re: Gifs page link
« on: March 25, 2021, 03:18:23 am »
Two-footy is hilarious. The whale jump is beautifully animated.

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