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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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Messages - johnar

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General Anim8or Forum / Re: how to MULTIPLE BONES skin model?
« on: June 14, 2019, 10:54:22 am »
@all: is there an IK tutorial?

 Good question Maybe best info for now is in the IK discussion in ongoing developement forum?
 will do a search and post a link to most relevant.
 An IK tutorial would be very handy.

Finished Works and Works in Progress / Re: Guitar Guy
« on: June 13, 2019, 12:36:01 pm »
I have to say that was a tad therapeutic mentioning those things. :-)

 Lol.  Maybe i should make a list of things that are 'cluttering' my mind as well.
 I can understand the 'therapeutic' benefits of such an exercise.
Thanks for that, good idea.  ;D,5405.0.html

General Anim8or Forum / Re: how to MULTIPLE BONES skin model?
« on: June 13, 2019, 12:13:24 pm »
Hi TrentonMes,
 That video tutorial 'Anim8or easy walk' with the character, (froyd), that shows the bones being built inside the body, is actually just a video to show the basic 'pose-ing and time-ing' of a basic bipedal walk.
 Its not actually a tutorial on building a character in anim8or. Sorry for the confusion.
  Figures bones are built seperately in the 'Figure Editor'. (figure mode)
 The characters skin/body is built in the Object Editor, and attached to the bones in the figure editor.
 As AlecJames said, check out the manual to get the basics. The link to the anim8or tutorial, with redRobin, takes you through the whole, basic gist of  'simple' modelling and animating a charcter.

Are inverse kinematics too complicated for a complete beginner by the way?
Actually designed to be easier, and quicker than moving 1 bone at a time.
 A bit of a search on the internet on the difference between 'IK" and 'FK' animation systems should give you a clearer picture about that.  :)

Finished Works and Works in Progress / Re: Guitar Guy
« on: June 12, 2019, 05:50:21 am »
 Hi there Blick Fang.
 Been away for a while, but gr8 to be back.
 Hope your band is still coming along?
 Has inspired me to revisit the band i've been playing with.
 Have you started a drummer yet? (will you have one?)
 I found getting the guitarist right is a tricky one, but do-able.
 The drummer is a fun challenge. Once you've built his/her drumkit, anim8ing the drummer is a hoot. Use sequences where-ever possible. The most important sequence here, ('pose' actually), is the drummer sitting with arms in neutral 'ready' position. Key all bones for that one. Handy to bring drummer back to a 'tidy' pose, with arms back to a 'ready' position  ;)

 Edit: just realised you said you're doing one member at a time. oops. sorry bout talking 'drummer' early then. ;)
 Mind you, in saying that, if the gat man starts to drive you crazy, building a drumkit etc... can be a good break for a while, and guitar man will still be there to work on when you need a rest from the other band members. ;)

Finished Works and Works in Progress / Re: Swobu
« on: November 13, 2017, 09:50:49 pm »
 Hi Claude
 Yes, thats the normal way to do it.
 Double keying is just a habit i've picked up which, to me anyway, has advantages over using a single corner key, and actually, the visual part of seeing 2 keys side by side in the timetrack is one fairly main advantage, making it easier to quickly see in the time track where things stop and start. (different colored keys would do the same)
 Double keying, for me, actually came about initially when wanting to STOP a motion. (Stop drifting). From there, it became quicker to copy those keys and paste them before re-starting a move, than it was to set a corner key. Tho i still do that at times.

 Edit: Just to say, i'm not suggesting that different coloured keys would be a good thing.........hadn't really thought about that...

Finished Works and Works in Progress / Re: Swobu
« on: November 13, 2017, 02:17:30 pm »
 Hi NoobJens007
 That's a cool short animation. well done. hope to see more.

 In reference to the cans staying still, until swobu hits them, and deleting the first key.
  That is defineately an option, and the reason behind the unwanted movement, tho i think the way i would control it would be different.
 On the frame immediately before a can moves, it should have a position and orientation key set.
 Simply copy those keys and paste into the frame immediately before that frame, so you have the 2 frames keyed identically. Then zip back to where that object was last keyed, (in this case frame 0 (?) ), and paste those copied keys there as well. (into frame 0 and 1)
 note. this is assuming the last time the objects position or orientation keys were set, was frame 0. (automatically).
  One advantage in double keying like this, is that as your animations get longer, or more intricate, its a sure fire way of stopping any unwanted movement, in all situations.
 For example, if swobu was to 'stack' the cans before knocking them over, the steps woud be:(for 1 can).
 1) in frame 0, place the can in it's position before swobu picks it up. Add a key for position and orientation. Copy those keys and paste into frame 1.
2) copy both frames, (shift and click to select multiple frames), and paste into the 2 frames immediately before he picks the can up.
3) when he has put the can into position, do the same thing. Make sure position and orientation are keyed in that frame, and copy them into the frame next door. this will hold the can firmly there until the can is about to move again.(till swobu hits it)
 4) when the can is ready to move, copy those last 2 frames into. the 2 frames immediately preceeding the can moving. (the bat hitting it)
 5) when the can stops moving, key the final position and orientation into the last frame of movement and copy those keys into the frame next door, to bring the can to a dead stop again.

 Once you get into the habit of double keying like this, (double key before start of motion, and double key at end of motion) it does become really easy, and really effective.
 Having double keys can also help visually in the time track, making it easier to see stops and starts in motion. This can be really handy, especially when you want your cans to move completely individually. (timing etc..)


Ongoing Anim8or Development / Re: Experimential Track Ball for Arc Rotate
« on: October 17, 2017, 09:26:31 am »
 Don't know about touch screens, but it certainly works well with a mouse ........ Nice one steve

General Anim8or Forum / Re: Old Hallway candle lighting ideas?
« on: September 27, 2017, 12:38:58 pm »
That's awesome.
 The candle flames look great, a nice scene, and hats off for the cloak movement, and 'love the bat'.!
  Good stuff Nellucnaiv

Anim8or v1.0 Discussion Forum / Re: graph editor and timetrack
« on: September 22, 2017, 09:30:36 am »

General Anim8or Forum / Re: Folding paper around a drum
« on: September 19, 2017, 09:07:25 am »
Well done Alec. Looking good.

Although I could build a library...
..... You'll never regret it.
 The small effort it takes to export a sequence can repay itself over and over and over again.
 IN my 'IMPORT' folder  theres a folder 'FIGURES' and a folder 'OBJECTS' and a folder 'SEQUENCES'.
Even if you keep all files relevant to a project within the relevant project folder, it's also a good idea keeping a seperate copy of every FIGURE, every OBJECT and every SEQUENCE, within those 'figure, object and sequence' folders  (the same as textures) 
Lets face it, over time projects can get lost, corrupted or whatever. Many times i've been saved a ton of work, thanks to a saved figure and a bunch of saved sequences to match.

 A sequence library?......Absolutley 100% a good idea.  ;)

General Anim8or Forum / Re: Folding paper around a drum
« on: September 18, 2017, 12:14:58 pm »

Only points are influenced directly by weight painting and also bone influences, so the idea is to paint the points. (or enclose the points within the influence 'tube')
 If i'm understanding you correctly, the rigging method you've described should work.
 If you're still having distortion problems, it may just be a matter of creating more seams with more bones.
It'll be interesting to see how it goes.

Anim8or v1.0 Discussion Forum / Re: graph editor and timetrack
« on: September 17, 2017, 10:31:23 am »
 While the team are looking into the above, there's something else which is worth mentioning.
 When the graph editor opens, 'ALL' is activated by default. This can actually take some time to load when theres a lot of bones/morphtargets.
 As there doesn't really seem to be any need(?) for this to happen, then perhaps it would be better to open with the 'ALL' button un-selected. ? (or is there a reason for it to be like it is?)

 PS> I've got a new laptop, which doesn't yet have my 'emotigfs' loaded onto it...... might just download them now ......


Anim8or v1.0 Discussion Forum / Re: graph editor and timetrack
« on: September 15, 2017, 08:38:32 am »
  Thanks team steve  :)

Anim8or v1.0 Discussion Forum / graph editor and timetrack
« on: September 13, 2017, 11:28:35 am »
 Hi steve,
 I've been working on quite a bit of lip syncing, and a bit of anim8ion, lately, and Anim8or is a great tool for lipsyncing your characters. (once you have the timing sheet)
  (Depending on the qualities of the morph shapes), the keyframing and graph editor functions make it possible to have excellent, and simple, control over the morphing process.
 Shortcut keys for 'keying selected and 'keying all' have hugely sped up the proccess of animating.
 Although some other softwares have automated lip syncing, and probably with the ability to tweek the keyframes afterwards,  Taking into account what i've said above, i reckon Anim8or is right up there with the best of them.
 If you have a great quality model, or character, and some great quality morph targets made, Anim8or has the capabilities to make some truly great results in face expression and speech.
 I'm working on fine tuneing the lipsyncing process in Anim8or, and am really getting somewhere.
 One day, when i have it perfected, i'll do a video tut, which i'm sure will be very helpfull to many people.
  I'm working with what we've got, and will post things relevant, pluses and minuses.
  So, one thought i wanted to share, after many hours of lipsyncing.....

  When the graph editor is showing above the floating timetrack, it cuts the timetrack in half. If theres a lot of morph targets in the timetrack, and the graph editor is hiding half the screen, then its back to scrolling up and down trying to locate the different morph targets. Being able to drag the height of the timetrack, as above, would fix this 'really annoying' problem.
 What do you think?
 By the way. Now that we can hide bones within folders in the timetrack, i can see 'all' of my morph targets without having to scroll. The difference is night and day.
 (In the gif above, i've got the graph editor being turned on and off from within the floating timetrack. Although it would be cool, its not really necessary, because theres always hotkeys Ctrl-P to do that)
 Nice one steve. Keep up the outstanding work.
 Anim8or rocks.  :)

General Anim8or Forum / Re: Can you scale when creating Morph targets?
« on: August 14, 2017, 08:13:15 am »
 The basic answer is 'yes', you can scale when making a morph target.
  Care does need to be taken, and the more complicated the mesh is, the more complicated it is to see whats going on.
 Rotating a morph target is also possible, but pretty much the same rules apply. Moreso actually, because you have things like the position of the axis, etc.
  The 'least points possible' to create the result you're happy with, is probably a good way to go.

  As far as maximum, or comfortable, amounts of points vs ram usage etc..., i'll leave that for someone else to answer. Am unsure.........

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