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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 - lloonnee2

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General Anim8or Forum / Re: Sliding while walking?
« on: December 12, 2010, 03:21:45 pm »
Really helpful links, thanks! :D

General Anim8or Forum / Sliding while walking?
« on: December 12, 2010, 04:16:06 am »
Recently hit a snag while animating a walk sequence, for some reason my character appears to be sliding over the floor although the bones were moved as though in normal walking. Any tips on how to make it (walking) seem more natural?

General Anim8or Forum / Re: Making a "solid" object solid
« on: July 20, 2010, 09:27:57 am »
Was about to go "dang", but that's pretty brilliant :D
Guessing I'll tweak/play around with the textures a bit.

General Anim8or Forum / Making a "solid" object solid
« on: July 19, 2010, 01:55:03 pm »
Well I was animating a lightsaber fight and encountered some problems while doing so. The main problem was that the 'solid' saber's moved through each other, which I know is to be expected in a animation program. However, to accurately ensure that each solid just touches but never goes through the other solid is tedious at best, so I was wondering if anyone knew of a feature, or something that makes a solid object act like a solid object.
I'm using the stable version of anim8or ( I think its v0.95), so if the new version has a feature like that, or if other animation programs such as blender or 3dmax have this feature, please tell me >.<

(Also, is Anim8or still being developed? I'm not sure if the author of Anim8or stopped developing it, seeing that the last entry to this website was 2 years ago about the v0.97 preview)

Tried to model a B1 battledroid (Yes the flimsy droids seen in Ep1 of Star Wars), with his E-5 blaster.

Here's the results o.o

E-5 blaster design was based roughly off pictures from Wookiepedia.

B1 battledroid design was based off Google searchs, and Wookiepedia pictures.

Total time for both models: 2 school days.

Rate/comment/critique/flame :-X

General Anim8or Forum / Re: Cutting effects
« on: December 06, 2009, 12:02:44 pm »
Thanks for the replies, I'll add cutting morphs to the stickman skeletons.

General Anim8or Forum / Cutting effects (Close please, question answered)
« on: December 06, 2009, 07:11:30 am »
Yes, well I'm working on a lightsaber fight in Anim8or, and I was wondering if it was possible to add morphs to a bone. Most of the script in the fight has a dismemberment one way or another, one limb gets chopped off or something, but the only way I've done a cutting effect in my previous animations was to work with solid objects, add in a morph that shows the cut made, and edit the values of the morph in the scene.
I'm using the traditional skeleton stickman for thos project, but it would look unrealistic if the saber went through a stickman's arm and nothing happened. I think the only way to add the effet of a cut on a stickman would be to add a cut morph to an object, then import that ibject to a bone on the stickman, and edit from the scene. Would this be possible?

General Anim8or Forum / Re: Expansions and contractions of a cylinder
« on: August 11, 2008, 07:53:22 am »
thanks :D

Morphing worked better than I thought o.o

General Anim8or Forum / Expansions and contractions of a cylinder
« on: August 02, 2008, 03:26:48 pm »
I'm trying to make a cylinder jump in mid air, but I've encountered some problems :-X

Here is what I have noted so far.

3 different dimensions of the same object.

Original cylinder
Contraction before jump
Expanded cylinder

I'm having trouble animating the contractions. So far I'm trying to make 3 identical cylinders "melded" together, and both of those at the ends of them sinks in for the contraction. But I can't do that in sequence. Any way to do so?

(Other than morphing :-\ I cant get the hang of it. The manual dosen't explain how you animate it in scene after you finished building both the original morph and the morph stages.)

Thanks for your time :)

General Anim8or Forum / Re: A handful of questions
« on: July 19, 2008, 03:44:50 am »
Thanks for your replys :D

General Anim8or Forum / Re: A handful of questions
« on: July 18, 2008, 09:28:56 am »
I added the eyes (built in object mode) to the stickman in figure mode. And yes, the car is a totally different figure.

General Anim8or Forum / Re: A handful of questions
« on: July 17, 2008, 11:24:19 am »
Sorry about my questions, what I meant for question No. 2 is

(In the Figure mode...)
I add eyes to my stickman, and when I change my view to my car, the same image of the eyes also appear around the car. I cant select the eyes and delete them because they are somehow in the same selected box as the car. This effect also appears in the Scene mode, so there is 2 small balls rolling beneath or sometimes to the side of my car.

As for my first question, are there other ways t make a cylinder "stick" to the person's hand as if the person is holding the cylinder? Thanks for mak's response.

Also, sorry about posting in the wrong section =x

General Anim8or Forum / A handful of questions
« on: July 15, 2008, 10:10:26 am »
The title pretty much says it all :-X
I've been using Anim8or for roughly two weeks, learnt some of the basic features. However I still have some questions regarding the figure section and scene.


1. Making a steel rod (or lightsaber if it is coloured) is easy enough, but I cant make the lightsaber stick to my stickman's hand. Mainly cause his hand is made up of a few cylinders that I directly imported from the Figure section, meaning to say I did not make them myself before importing. Does the command Build>Join Solids work in this case?
Also, are there other ways to make a steel rod stick to the stickman's hand?

2. I was making eyes and noticed a weird effect. When I added eyes to my stickman, the eyes were also added to the car even though I did not do it. How can I remove it?

3. New question: Is there some way to reduce the resolution of any imported image which is used for paranorma as the background? I imported a picture of buildings, but when I used it as the background, the picture appeared blurry. 

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