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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 - exile

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General Anim8or Forum / Re: Newbie Hand Issues
« on: May 03, 2017, 07:35:34 pm »
Well, I'm making some headway. It took me forever to realize the lines going across the joint were most important, not the lines going up and down the fingers. It looks good in the figure mode, but I'm still getting more distortions than with Johnar's version. It's hard to know if the weights are really painted on properly. froyd's hand is not only anatomically more correct, it's much more pleasing thanks to the rounder finger tips. Anyway, many thanks, you've given me and anyone interested in hands some great pointers.

General Anim8or Forum / Re: Newbie Hand Issues
« on: May 02, 2017, 05:39:40 pm »
Thanks so much, Johnar, Davdud, Kyle and Ensonique5. Do I understand rightly that the side that gets the strongest weight is the one that borders on other fingers? Does that mean the middle and ring fingers should be 1.0 on both sides? Not being able to see the strength probably means starting over again if it doesn't work as hoped for the first time.

The revised model works much better than mine did, although I don't know if it's an animation revolution yet. The enclosed gif shows every 4th frame, so actually it's smoother, using only 2 key frames. Couldn't get the thumb to do what I wanted, just now realized the middle thumb joint was constrained not to move at all. I'll play around with those settings to see if it can make a fist.

Kyle mentioned switching hands, which I know about from 2D animation - most Anime Studio users put a set of hands on switch layers so any hand shape is available on any frame. Is that possible with Anim8or? Of course one hand that can make every pose would be the most elegant solution.

General Anim8or Forum / Re: Newbie Hand Issues
« on: May 01, 2017, 05:54:40 pm »
Can't seem to get it better than this - not usable. Don't know what's wrong.

General Anim8or Forum / Re: Newbie Hand Issues
« on: April 30, 2017, 01:21:16 pm »
Hey everybody,
Thanks for the great suggestions. I loved the elegant motion of the animated gif hand. The image including the bone structure is very helpful. BTW, thanks to Johnar also for his eye morphing tutorial that I was able to duplicate. It will take a while, but when I have something finished I'll post it here.

General Anim8or Forum / Re: Newbie Hand Issues
« on: April 28, 2017, 08:16:48 pm »
Since forum members seem to be reading my post, I'll update: I tried using morph targets instead of bones to move the "smooth hand". Not too bad, although more control and ease of positioning the fingers would be nice. I noticed that the conversion to subdivisions had no effect on these edits - the number of points for the 3 extruded joints of each finger stayed the same. Also, selecting faces is a much faster way of working than selecting points, but it's easier to mess things up, too, especially if x and y are both selected. I don't know if more segments would be better or if too many points would make the operation even more tedious.

Hands are difficult in all kinds of animation, but a small library of hands that work well could be used with different characters.

Update: The morph targets have to be inserted in the timeline at 1.0 - trying to gradually close the hand results in horrible distortions.

General Anim8or Forum / Newbie Hand Issues
« on: April 27, 2017, 03:14:14 pm »
"Smooth_immobile" is made like in the hand tutorial, but with more segments to have space between the fingers. Tried to animate the hand and fingers using the skinning feature, probably there were too many bones, didn't work. "Seamy_joints" is ugly but functional, each finger and the thumb are cylinders attached to their own separate two bones. It opened and closed surprisingly well. Is there a way to smooth over the places where the different objects join?

I'd appreciate tips on modeling and animating hands from more experienced users. (Searching the forum was difficult, because "hand" or "hands" gives all sorts of search results.)

General Anim8or Forum / Re: Why do we love anim8or?
« on: April 26, 2017, 02:56:15 pm »
As a newbie coming from 2D animation software (Anime Studio / Moho) I'm impressed with the features of Anim8or so far. Moho has come of age, although there are plenty of halfway accomplished new features to work out, for example with the drawing tools. It's become more powerful and is used by some professionals, but the rigs are more complicated, too. On Facebook and in the Lost Marble forum, advanced users are wowing each other with head and body turns that look like - you guessed it - 3D.

I've tested a lot of software in the past months but missed Anim8or, now I'd like to make up for lost time.

I can't wait to get past the first stages and get advanced enough to give some of my 2D characters a new life in 3D, and hopefully find solutions to the old project-killing problems. Attached are two poses of a "funny man drawn on a hairpin" inspired by an example from Jack Hamm's book on Cartooning. I'm hoping that with a little more knowledge and practice he will be doable in 3D.

General Anim8or Forum / Re: new to Anim8or - question about beak
« on: April 25, 2017, 03:35:40 pm »
Must be springtime when all the robins come to town!

Yes, it's time. Hope the apple isn't too sour for them.

General Anim8or Forum / Re: new to Anim8or - question about beak
« on: April 25, 2017, 12:29:38 pm »
Just what the world was waiting for - here's my rockin' robin, not too far from the famous original. He skates more than walks, but for a first attempt not bad. I must have got some instructions wrong and had to adjust the sizes of objects, which is fine because that won't be different in "real life" with new characters that have to be edited. Quite a tutorial, packs a lot into one project, a great introduction to 3D animation, many thanks.

General Anim8or Forum / Re: new to Anim8or - question about beak
« on: April 24, 2017, 09:48:13 pm »
I really like the old-style text and illustration style of tutorials, although the video tutorial has become the dominant type. At the newbie stage, the only hope of completing the project is to slavishly follow instructions. So I suppose there are hundreds of identical birds inhabiting computers around the world. I'll post a screenshot when I'm done. ;D

General Anim8or Forum / Re: new to Anim8or - question about beak
« on: April 24, 2017, 07:24:49 pm »
Thank you, Steve, that did the trick. Appreciate the fast help. My beak looks almost as good as yours.

I got interested in Anim8or through the Lost Marble forum for Moho/Anime Studio. It was recommended as an intuitive 3D program to build models that can be used together with 2D animation. I was able to import a 3D apple into Anime Studio and turn it around, so that is cool.  I noticed there was some interest in 2D/3D in this forum, but for right now, the learning curve for Anim8or basics is steep enough to keep me busy.

General Anim8or Forum / Re: new to Anim8or - question about beak
« on: April 24, 2017, 05:33:51 pm »
Thanks for the quick answer, Trev. My square is the top view (the one I'm supposed to start with following the walk tutorial). I can see the diamond shape it's supposed to have (screen shot included of the completed beak after mirroring, that's from the file kindly provided with the tutorial) but I can't get there even after trying every possible rotation to try and get it into the right position.

General Anim8or Forum / new to Anim8or - question about beak
« on: April 24, 2017, 02:28:36 pm »
Hello from Berlin, Germany, I'm happy to see this community is active and the software is being developed.

I found an old post with the same problem I have, but the answer only says to rotate the square to get it in the proper perspective - that's exactly my problem, which way to rotate? The old post:

i have tried this tutorial from the website, i skipped it when i started using anim8or so i decided to try it to understand the figure mode

it was going well untill i got to the beak, it tells you to make a square (NGon with 4 sides) but on the picture it is in a diamond shapr, like this <>
but when i made it, it looked like this [ ] the red and blue axis lines face the right way, but when i rotate it to the diamond shape, they are facing the wrong way, is there something i'm meant to do? or is it a problem with the tutorial?

thanks for your help

Not only do my red and blue axis lines face the wrong way, even when the view seems right from the top and the front, it is flat from the side instead of extending. There must be some easy solution. Any hints would be appreciated.

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