Anim8or Community

Please login or register.

Login with username, password and session length
Advanced search  

News:

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

Pages: 1 ... 3 4 [5] 6 7 ... 11

Author Topic: A list of ideas for anim8or  (Read 83971 times)

CobraSpectre

  • Newbie
  • *
  • Posts: 39
    • View Profile
Re: A list of ideas for anim8or
« Reply #60 on: September 21, 2008, 05:23:10 am »

Bone inserting is something that's been added to Anim8or.

In figure mode it's under Build > Insert Bone.
Logged

onespirit5777

  • Sr. Member
  • ****
  • Posts: 329
    • View Profile
Re: A list of ideas for anim8or
« Reply #61 on: September 21, 2008, 06:15:06 pm »

Out of most of what has been posted - hardened edges would be really nice. It would save a few extra step if you could select just the edges you want hardened.

I am aware of edge properties - the max is 7

What if it could be set to 10 or 100 - That would give it the edge of a box and then go down from there.
Logged

DoctorStopMo

  • Newbie
  • *
  • Posts: 31
    • View Profile
Re: A list of ideas for anim8or
« Reply #62 on: September 22, 2008, 03:46:51 am »

Bone inserting is something that's been added to Anim8or.

In figure mode it's under Build > Insert Bone.

Oops - must've missed it amongst the releases!  Thanks :).
Logged

VBSmiles

  • Full Member
  • ***
  • Posts: 203
    • View Profile
Re: A list of ideas for anim8or
« Reply #63 on: September 22, 2008, 04:01:04 am »

Quote
Natural Bridge - along the same vein, but with bridging of objects.  I believe Wings3d has such a feature.

I would think you can already do this by making both objects into one... guess I'll try it now  ;D
Logged

lynn22

  • Sr. Member
  • ****
  • Posts: 591
    • View Profile
    • 3D Animation
Re: A list of ideas for anim8or
« Reply #64 on: September 22, 2008, 02:18:35 pm »

Painted weights

In Figure editor you can set the default of a bone at a certain angle and the object will move with the bone.
However, as soon as the skinning tool is selected the object returns to its default shape.

It would be nice if the object could remain attached to the bone because it would make the painting of any nooks and crannies so much easier.
Logged

Steve

  • Administrator
  • Hero Member
  • *****
  • Posts: 1519
    • View Profile
Re: A list of ideas for anim8or
« Reply #65 on: September 23, 2008, 06:19:01 am »

onespirit5777 said "I am aware of edge properties - the max is 7" that's as good as 100.  IT refers to the number of subdivisions to de before smoothing the edge.  I seriously doubt that  you'll ever use 7.  At that number each original face is divided into 4**7 or 4096 faces and there is no visible angles left to crease!
Logged

bamman62

  • Jr. Member
  • **
  • Posts: 81
    • View Profile
Re: A list of ideas for anim8or
« Reply #66 on: September 27, 2008, 04:26:20 am »

It seems moderately inactive here, I was curious to how long this topic would last on its own :P. Anyway, I hope suggestions will continue to be posted and critiqued here.
Logged

odp04y

  • Full Member
  • ***
  • Posts: 102
    • View Profile
Re: A list of ideas for anim8or
« Reply #67 on: September 27, 2008, 08:57:42 pm »

I was recently trying to figure out Blender (and failing >:() but there was one feature I liked which was the meta objects with merge with each oher when close.

this would make animating water much easier if it was put into anim8or (maybe v1?)
Logged

lynn22

  • Sr. Member
  • ****
  • Posts: 591
    • View Profile
    • 3D Animation
Re: A list of ideas for anim8or
« Reply #68 on: October 13, 2008, 05:42:43 pm »

Local lights

It would also be nice if a Local light could have a beam showing its outer and inner radius just like Spotlight has. It makes it so much easier to pinpoint the "light  fall".
Logged

Steve

  • Administrator
  • Hero Member
  • *****
  • Posts: 1519
    • View Profile
Re: A list of ideas for anim8or
« Reply #69 on: October 14, 2008, 05:51:56 am »

I tried adding transparent spheres around local lights but it was too confusing.  Maybe I had too many faces on the shpere or too few or didn't make it tranparent enough or ???
Logged

hihosilver

  • Global Moderator
  • Hero Member
  • *****
  • Posts: 1294
    • View Profile
Re: A list of ideas for anim8or
« Reply #70 on: October 14, 2008, 07:23:54 am »

My recommendation would be a very low transparency setting, an ambiance of 1 so that it's not affected by lights, no diffuse, as you don't necessarily want it to have color, just be transparent, and a slight emissive value to brighten things up a bit.
In fact, here's a file with an example:
If you wanted you could even give it a neon green outline that always faces the user.
Logged

craksy

  • Newbie
  • *
  • Posts: 26
    • View Profile
Re: A list of ideas for anim8or
« Reply #71 on: October 15, 2008, 01:23:14 am »

maya has this feature called nurb premetives!
while polygon premitives are build up of edges, nurb premitives are build up of isoprams which is basicly curves!
this saves alot of time when modelig since you dont have to reposition a billion og vertecies, but just a couple to make round shapes for a head for example.

also theres stuff like cloth, liquids, and particle generation, which i really miss in animator!

i know maya is profesional software, and anim8or is a freeware programmed by a single person (amazing steve :O) so i may be asking for to much.

to compare with maya again: after i tried maya, i realised how important the shading is for the final result! even the most ugly model, can look photorealistic with the right shading, and light!
anim8or is really lacking of advanced shading/lighting features!

also, since directX is the most common 3D SDK, it would be cool if you could transelate anim8or into directX, cause i would really like to play around with some source code, and i know pretty much nothing about openGL.... maybe its kinda unrealistic because much of those here doesnt code, and because it would take a pretty long time to transate a program like this, but it would be cool anyway :D

Logged
Nobody is perfect... i am nobody!

texel

  • Jr. Member
  • **
  • Posts: 79
    • View Profile
Re: A list of ideas for anim8or
« Reply #72 on: October 15, 2008, 11:04:30 am »

Some ideas:

_ Export animated sequences to the .ms3d file format.
This file format is very simple, supported by a lot of 3D engine (such as irrlicht), and it can also by imported in Blender and converted to other file format (.x, .md2, .md5, ...).
The binary file format of .ms3d seems to be better than the ASCII because it supports up to 4 bones per vertices instead of 2.
It would be a lot easier for Steve to export to this file format than .x.
I think Anim8or could be a great modeler for Open source games with this feature.

_ Add ability to translate bones in sequences. In Anim8or, all bones are always sticked to each other. It is not the case for some modelers such as Lightwave and it is usefull to be able to detach some bones some times (Example: an animated character hold an another animated character which can go away). Without this feature, Anim8or will not be able to import skinned meshes from some of other modelers (ms3d, md5).

_ Add .png, .tga and .dds support. It has already be suggested but it's very important.

Logged

Water Music

  • Jr. Member
  • **
  • Posts: 86
    • View Profile
Re: A list of ideas for anim8or
« Reply #73 on: October 18, 2008, 02:32:15 am »

I have a petty request, though I like anything that streamlines build times:  the ability to set end points for a bone *giggity*.  Reason being quick symmetry for a skeleton; e.g. if the left arm ends at 10, 10, 10 the right arm could just be set to -10, 10, 10 to make symmetry without fussing with all of the angles and bone lengths a second time.  I figure that would be nearly as functional as, but much easier to program than, full skeletal mirroring.  Cheers.
Logged

xalener

  • Sr. Member
  • ****
  • Posts: 257
    • View Profile
Re: A list of ideas for anim8or
« Reply #74 on: October 18, 2008, 04:47:45 am »

If you could set certain bones in certain figures as parents to objects in scene mode.

Like if you could attatch a red light to a robot's head bone......I'm saying this because that's excactly what I'm doing, and it'd be a LOT easier.
Logged
Pages: 1 ... 3 4 [5] 6 7 ... 11