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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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Author Topic: Current Development Release - Build 1269, February 14, 2017  (Read 20721 times)

GISNut

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Re: Current Development Release - Build 1253, September 30, 2016
« Reply #90 on: October 01, 2016, 02:20:47 am »

Wow Steve,

I've been so busy working on my latest Anim8or project that I missed one update and now 1253! Now I need to stop and play with the new IK toys. I've been working with 1247 since it was released and only found one problem. Sometimes when the Materials Tool bar is open the colored balls would disappear. Selecting and applying still worked but the icons were just missing. Then all of a sudden they came back. I couldn't make it happen. I was editing and moving points and lines. then I would do a fill holes and select a material.

I'll keep an eye on 1253 for the same problem.
(Proud Anim8or user!) 8)
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GISNut

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Re: Current Development Release - Build 1253, September 30, 2016
« Reply #91 on: October 01, 2016, 02:51:44 am »

It just happened again in 1253. When I re-sized the window to full screen the balls popped back on. Then I clicked on one and it disappeared again. Again I re-sized back to the smaller version they came back on again. Must be a refresh thing.
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Steve

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Re: Current Development Release - Build 1253, September 30, 2016
« Reply #92 on: October 01, 2016, 06:26:21 am »

I'll look into this - thanks for the bug report.
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daniel99

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Re: Current Development Release - Build 1253, September 30, 2016
« Reply #93 on: October 01, 2016, 08:20:43 am »

Wow, Steve! An8 is going in the right direction.
It's the best way to animate when the feet are locked, as I said before even for a quadruped.
The position of the locked feet is still a bit jiggly when playback, but I'm sure you gonna solve that too.

What I've observed, the feet jump to last feet position if I try to adjust any previous root position.
A similar jump happened when I deleted the keyframes too.
Here's in this video what I'm talking about.

[/youtube]
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Steve

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Re: Current Development Release - Build 1253, September 30, 2016
« Reply #94 on: October 01, 2016, 08:56:08 pm »

daniel99: This is because the locked position of the end effectors isn't animated yet. I.e. there isn't a controller to remember where they are set in various frames, but just a single point in world coordinates.  When an effector is locked Anim8or simply saves the most recent location for future use. If you change frames and then use the IK tool it will try to move the effectors back to that last saved location.

Until I get the controllers working, you can avoid this if you re-lock the end effectors so they will use the current locations. You can do this by double clicking on a locked effector and then clicking OK since this sets the locked location to the current value.
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daniel99

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Re: Current Development Release - Build 1253, September 30, 2016
« Reply #95 on: October 02, 2016, 05:28:17 am »

Steve: Got it. Thanks :D
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nemyax

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Re: Current Development Release - Build 1247, September 4
« Reply #96 on: October 04, 2016, 10:48:51 am »

the Edit Bone tool works as intended in ortho views, but not in perspective views (has no effect on length in perspective).
Correction: it does work properly in perspective, but only if you have created the bones in perspective and switched to Edit Bone without changing the view. If you change the view to orthogonal and back again, you get the same symptoms.
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Steve

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Re: Current Development Release - Build 1258, October 25, 2016
« Reply #97 on: October 26, 2016, 12:45:25 am »

I just posted build 1258 with improved IK.

* There are new controllers for the Locked state and the world position of the end effector. So these are preserved in the .AN8 file for later sessions.
* IK is run dynamically between keys so that locked effectors won't slide between keys with the same value.

There are also several bug fixes, including the bug daniel99 mentioned above:

#098-094 - Moving figure with locked end effectors off screen incorrectly moves figure.

See the first post in this topic for more details.
« Last Edit: October 26, 2016, 12:47:50 am by Steve »
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neirao

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Re: Current Development Release - Build 1258, October 25, 2016
« Reply #98 on: October 26, 2016, 02:37:48 am »

Thanks Steve!
IK now works without we need put 'join limits" values!!! :) ;D ;D
is automate now! wow! :)
« Last Edit: October 26, 2016, 04:19:37 am by neirao »
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slex

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Re: Current Development Release - Build 1258, October 25, 2016
« Reply #99 on: October 26, 2016, 03:36:49 am »

Thanks Steve.
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Steve

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Re: Current Development Release - Build 1258, October 25, 2016
« Reply #100 on: October 26, 2016, 05:40:19 am »

There's still some work to do - a few glitches like selecting the IK controllers in the track window doesn't select them in the graph editor, but I'm working on them. Also I plan to add more collapsible sub-tracks so the track window doesn't have to show everything all at once.

Please let me know about anything that you find!
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johnar

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Re: Current Development Release - Build 1258, October 25, 2016
« Reply #101 on: October 26, 2016, 06:16:10 am »

Hi steve.
 Thanks for the latest build update. Am just trying it out now.
 
Quote
I plan to add more collapsible sub-tracks so the track window doesn't have to show everything all at once.
Does this mean that, in the left hand side, (margin) of the timetrack, when you click on the little '+' box, next to 'figure01', when it opens to show bones etc..., that it will then show 'created menu folders' with little boxes next to them, that you can click on to show the bones which you have assigned to that menu folder. ?
 Similarily, you can hide all those bones again by 'closing' that menu folder in the timetrack margin. ?
 Sorry if it seems like a silly question.
 Thanks.
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daniel99

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Re: Current Development Release - Build 1258, October 25, 2016
« Reply #102 on: October 26, 2016, 06:51:54 am »

Steve, this is fuckin' genius,man. I can't believe it. Anim8or is so close to perfection. I've just tried it for a few seconds, a fast walk scene, and it works beautifully. Steve, you're amazing, for real!!! I really wish I met you when you went to Italy, I've also been there. I would have bought 100000 beers for you, bro! You're da man ! :D :D :D :D :D
    Just a question. What would be the best approach for the feet (end-effectors) to keep their orientation? Like, parallel to the ground. I believe would work if I have a separate IK controller for the heel, and another one for the toes,but except that...
Or that's somethin' you'll be working on next?

Thanks again , bro!

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nemyax

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Re: Current Development Release - Build 1258, October 25, 2016
« Reply #103 on: October 26, 2016, 07:44:06 am »

Steve
Excellent progress!

What would be the best approach for the feet (end-effectors) to keep their orientation?
One way to do it is to give bones an option not to inherit rotation from their parents. Another way is to use constraints, but Steve hasn't implemented them yet.
« Last Edit: October 26, 2016, 07:45:13 am by nemyax »
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animaniac

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Re: Current Development Release - Build 1258, October 25, 2016
« Reply #104 on: October 26, 2016, 12:47:34 pm »

Hi, long time anim8or user and blown away by the recent changes. Any chance we'll get weighed move tools, aka move a point will also move points in the area around with a gradient? I believe it's the most important modeling feature missing compared to major software.
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