Anim8or Community

General Category => General Anim8or Forum => Topic started by: neirao on February 28, 2015, 06:09:17 pm

Title: about:separate bones
Post by: neirao on February 28, 2015, 06:09:17 pm
what you think? :)
this sample is for 2D but can be implemented in 3D..
[vimeo]https://vimeo.com/117258368[/vimeo]
Title: Re: about:separate bones
Post by: Raxx on February 28, 2015, 07:55:18 pm
I have Anime Studio Pro, it's awesome :)

Separate bones is common in 3D applications these days. They're more like vectors whose start and end points can be dragged anywhere, and you can rotate and move the entire bone if needed. You can also set parent/child relationships, constraints, etc. Much more flexible than Anim8or's current animation system, and I think Anim8or should adopt these features at the least to remain a relevant animation tool in today's pool of 3D animation packages.
Title: Re: about:separate bones
Post by: Steve on March 01, 2015, 10:57:46 pm
Yes, I know about this. You can get the same effect in Anim8or by adding a dummy bone from the root to where the other bone(s) start.  But I can see how this could make that a little easier.
Title: Re: about:separate bones
Post by: thecolclough on March 02, 2015, 05:48:50 pm
You can get the same effect in Anim8or by adding a dummy bone from the root to where the other bone(s) start.
but if you're trying to reach a start point which is an exact distance away in 2 or 3 dimensions, you end up having to use 2 or 3 dummy bones positioned at right angles just to reach one start point.  well, there might be other ways that currently work, but that's the only one i've found that's reliable.  i'd been wondering for a while whether separate bones might be possible; just never got round to mentioning it, but since neirao has brought the subject up... i'll third the motion 8)
Title: Re: about:separate bones
Post by: neirao on March 02, 2015, 09:49:55 pm
Yes, I know about this. You can get the same effect in Anim8or by adding a dummy bone from the root to where the other bone(s) start.  But I can see how this could make that a little easier.

hi Steve
yes i know the have another things more usefull for do.. i post only for not forget :)
in case about usefull, yes have... this is nice for "the figure catcher some object"
 i know that in Scene mode we can switch for this function. but somethings in Figure mode is more usefull..

no hate me :) :)
Title: Re: about:separate bones
Post by: cooldude234 on April 01, 2015, 06:36:31 am
Some programs use something similar but for morph targets.
Basically like a point in space that will move with the base bone or object's position but can also be freely moved on its own affecting a set of points of the model tied to that target. I believe Carrara has something like this as well as 3D max (or maya or something).
Title: Re: about:separate bones
Post by: davdud101 on April 09, 2015, 04:07:04 am
Just saw neirao's example video. AS Pro looks INCREDIBLE (makes me want it, especially upon my become a brony x3) I think Anim8or will get there one day! Soon, in fact!!
Title: Re: about:separate bones
Post by: cooldude234 on April 09, 2015, 04:44:29 am
Just saw neirao's example video. AS Pro looks INCREDIBLE (makes me want it, especially upon my become a brony x3) I think Anim8or will get there one day! Soon, in fact!!
I never really liked Anime Studio my self. I really prefer tradition animation in the sense of hand drawing each frame individually and AS just doesn't offer anything that I can do easier compared to other software and animation methods.
Title: Re: about:separate bones
Post by: davdud101 on April 09, 2015, 05:02:47 am
Well, suppose every tool does have it ups and downsides and it really comes down to what actual visual style you're going for. I've barely tried Flash, haven't tried AS but I tried Tupi and it **okay** (it's really pretty new) but hand animation has been the most useable behind using Anim8or.