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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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Topics - Alpha2

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General Anim8or Forum / Anim8or and OBS studio
« on: April 19, 2017, 01:03:56 pm »
I was tinkering with OBS for streaming my 2D art on Twitch for a bit and I thought about potentially streaming some Anim8or sessions. But I couldn't get OBS studio to play nice with the software. Normally I'd use the "Window capture" mode and have it to just display a single application's window, but with Anim8or the best I can do is get it to see the user interface, it ignores the actual 3D portion of the screen or just duplicates the interface inside the area where the 3D would be. I can get it to broadcast Anim8or if I use Screen capture mode which copies the whole screen regardless of software, but that seems to be more hardware intensive and actually causes my Laptop to overheat not to mention I risk showing information I don't want to accidentally since screen capture shows anything/everything that appears on my screen and not just an application's window.

Anyone have any experience with OBS and Anim8or together? I noticed there was a Twitch channel devoted to it and followed, but it hasn't been very active.

Also for reference: I'm using Win 7 and the most recent release of OBS studio.

Not sure if anyone has pointed this out yet, at least I haven't seen it in the recent posts...

Usually what I'd do with .95 in a scene to test if a character movement looks right at regular speed is: hit the loop scene button and then highlight the range of frames I want to see, then play. It will run through the section of the animation and jump back to the beginning of the highlighted range until I hit stop. But in the current version (or at least I've only tried it in 1258) doing this results in the program getting stuck in the loop when I try to stop it, then graying out and becoming unresponsive with the only option to kill the operation.

General Anim8or Forum / render resolution question
« on: July 27, 2016, 11:42:11 am »
I'm working on a project that requires me to edit rendered Anima8or images for a printed book, but the generally held rule is that 300 DPI (or in some cases pixels per inch) is the minimum size for a decent print of a non anti-aliased image (which it needs to be for editing purposes since aliased images aren't as sharp). The Problem is every large render I do seems to read below 300 in Photoshop (254 to be exact.) I'd really like the images to be as sharp as they can and raising the resolution after the rendering will just end up hurting the sharpness.

Is there any way to up the resolution of the file output from 254 to 300?

(I know some people say PPI is not DPI but to be on the safe side I've always kept PS files set to that res. to avoid the issue entirely with clients.)

I was working on a scene that with stars as the back drop. I've tried several times with no success in photoshop to create a texture that looks good when placed in a shot as a panorama. It always ends up stretched and/or blurry. Is there a specific size for the panorama that I can use to avoid the stretching?

General Anim8or Forum / Material becomes locked
« on: January 10, 2010, 11:47:13 pm »
I was trying to edit the colors of my mesh and  for some reason some of the materials are grayed out. I cant select or edit them. It's happened before and sometimes I look and they're mysteriously back but as of right now I have no way of using those colors, anyone know how to get them working again?

Finished Works and Works in Progress / Something I slapped together at 3 am
« on: December 04, 2009, 03:54:31 pm »
I'd been wanting to try and get a character I'd spent the last week and a half rigging for a project into a test animation. Running into issues with anim8or has always stopped me from doing anything serious with it, but last night I remember the cool things some animators do as tests with prerecorded audio and decided to give that a try at the very least. started at 3am didnt finish til 5am.

Not bad for a first try at matching to audio. I might try something else if I can find another audio clip.

General Anim8or Forum / Pose annoyance
« on: December 03, 2009, 01:41:23 am »
I've got maybe 18 or 19 bones in my figure and while I understand the way they move and know that if I want a character to stand still and then move I have to copy the pose from the start of his stillness and paste it on the frame just before he starts moving. But there's an annoying issue I run into every time I start animating with Anim8or:

In the scene editor, if I dont move a bone the first time early on in an animation there's no key frame for it's axises, so when I go to move it later and then scrub backwards in the timeline that bone maintains that position backwards in time forcing me to have to find the start point of the animation and reposition that bone to where it should be. Usually I solve this by moving as many of the bones as I can on every axis but that's a lot of moves to do for the beginning of every scene and god forbid I have multiple characters.

While this might not be a problem for a single bone when you have more than a dozen and several of them suffer this at the same time it snowballs really quickly. Is there a way to assign positions to the axises of all the bones at one time so that I dont have to try and move every one of them on frame zero just to make sure they dont give me this problem again?

General Anim8or Forum / Production planning
« on: November 29, 2009, 09:40:26 pm »
Do people generally build all their assets for an Anim8or animation in one file or do you build them seperately and import them into a final project file? I have one main character and a weapon, I plan to build a second and a generic badguy as well as the sets and what ever other props I might need but I keep getting the nagging feelings that I should split them up into multiple files and import them into one file later.

Anyone have thoughts on this?

General Anim8or Forum / bone xyz coordinates
« on: November 24, 2009, 11:47:48 pm »
Using version .95 (02-apr-07)

My problem:
Let's say I've created a bipedal character. He's built in a T pose and the bones have been attached in the usual manner. Once all the influences have been assigned, I take the characters arms and rotate them forward toward the camera "zombie style" on the X axis. The animation them calls for me to drop the arms straight down to his sides putting his palms facing away from the camera along the Y axis. At this point there's no way to rotate them up from this position into a T pose again because the rotation disks for the X and Z axis are in exactly the same position like a sandwich or something.

Likewise if I turn the arms so the palms are away from the camera first and drop them to his sides it's impossible to lift them straight forward from this pose for a similar reason.

Am I doing something wrong or is this natural human movement simply impossible for the XYZ set up? Or maybe has this been changed in a later version of Anim8or?

General Anim8or Forum / Bone weight rigging suddenly stopped working?
« on: April 13, 2008, 02:11:37 am »
Okay I'm not ready to built a humanoid modle without joints so I decided I'd build individual body parts and connect them to the skeleton.

But figured is should as lest trying practicing skinning so I built a torso and pelvis but grouped them together. I placed two bones in figure mode and weight painted the lower part of the body to the first bone and the upper part to the second bone (Animator has an error message to specifically remind you to start with the parrent bone.) After unlocking the limits I added a couple of extra bones for arms and went back to test the rig only to find that for some reason it refused to work coorectly, I would move the bones and the torso would remain in place while the arms followed their bones.

I even went back and opened a test I'd done earlier to see how weight painting worked and even THAT refused to work. Anyone have any idea what's going on or how I can get it to work again? I'm using v.95.

General Anim8or Forum / switch textures?
« on: March 31, 2008, 03:35:18 am »
Is there a way to swap textures on a surface on the fly?

Like say you had a character who's face was just a texture showing a neutral face, is there a way to go from that to another texture showing an angry face?

I'm using v0.95 and I was wondering if the way you select and move bones is different for the other versions.

See while working in sequence mode you constantly have to switch back and forth and back and forth between the arrow tool and the rotate bone tool. This is counter intuitive and frankly a pain that could probably lead to repetitive stress injuries. Yet in Scene mode you can easily select your bones while in rotate bone mode and the only problem is being in the right camera mode to get the bone to move (instantly not a problem if you're in perspective or camera mode). So I'm wondering if this has changed in any of the other, "Preview", versions to be more intuitive.

Also a side note I noticed while messing with it today that occasionally in Scene mode when you move a bone the body part connected to it wouldnt update to show the new position until you click for a new key frame, I'm wondering if that's a known issue or if it might be a problem with video ram or something technical like that.

General Anim8or Forum / Error making AVI frame
« on: March 30, 2008, 08:48:36 pm »
Hi all.
once again I've returned to using Anim8or, like an abused wife running bad to an abused husband or something. Things were going good, I was starting to get the hang of using bone weights instead of those godawful influence cages when I got beat up again.

While trying to render a movie at wide screen 16:9 DVD format (as I understand it that's 852x480) I received this error.

Error Making AVI Frame

Error code:  0x80044066:

Facility: ITF

I was using the Dvix 6.8 codec (Logical CR...something it gets cut off in the selection window) and I'm using version 0.95.

Anyone have any clues whats going on? and if possible a way around it?

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