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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 - Steve

Pages: [1] 2 3 ... 112
1
Finished Works and Works in Progress / Re: Stave church
« on: January 12, 2020, 12:49:14 am »
Nice!

2
Finished Works and Works in Progress / Re: Bicycle rider & Zoltar
« on: January 09, 2020, 12:56:09 am »
Nice job, jwalt! Glad you find the IK useful.

3
General Anim8or Forum / Re: Advanced Feature Request
« on: January 03, 2020, 04:57:41 pm »
Interesting idea. It's probably easier to allow Anim8or to show multiple windows, such as an object editor and a Scene editor. Either way would require a lot of rewriting but they're not impossible.

4
It all depends on how the meshes are built. Their vertices' values are all relative to the "location" of the mesh. A vertex with a value of (10, 0, 0) in a mesh with a location (0, 0, 0) represents the same point in space as a vertex with a value of (0, 0, 0) in a mesh with a location of (10, 0, 0).

5
Finished Works and Works in Progress / Re: testing for realistic image
« on: December 14, 2019, 09:20:45 pm »
Love the expression on his face! Bit I think he'd better give the fish to the gator and RUN!

6
Finished Works and Works in Progress / Re: Perfecting the skill
« on: December 11, 2019, 11:15:20 pm »
Also you can use fk with ik.

I'm also trying to add constraints such as keeping a joint >= 0, which would help walking a lot. But I still have a few bugs to fix before it's ready to use.

7
Finished Works and Works in Progress / Re: Perfecting the skill
« on: December 10, 2019, 11:25:32 pm »
Kevin Gales: Have you tried using IK? You can lock the feet with it. Here's a simple example:


8
General Anim8or Forum / Re: Anim8or screen not working
« on: December 10, 2019, 11:20:08 pm »
brainerror: Can you post the data from the About->SystemInfo dialog box?

9
Finished Works and Works in Progress / Re: Perfecting the skill
« on: November 24, 2019, 09:42:10 pm »
Nice model, Kevin.

10
The middle mouse button moves Points in the direction of their normal, not the faces normal. Depending on the geometry this can scale faces either larger or smaller. There isn't a command to move a face in the direction of it's normal with no scaling. This would be impossible to do if two adjacent faces are selected since it would create a gap.

However you can use the Extrude Faces tool, and then use the Topo Knife to dissolve the extra edges to achieve the effect of moving a single face by it's normal. Here's a sample move:


11
General Anim8or Forum / Re: Using reference images in sequence mode
« on: November 15, 2019, 06:47:55 pm »
Reference images aren't supported in the sequence editor. It's a good idea, however, so I'll keep it in mind when I'm working on new features.

12
Finished Works and Works in Progress / Re: Hair
« on: October 29, 2019, 01:35:23 pm »
Yes, nice job Kevin. I missed seeing your post earlier because it somehow didn't show up in my unread posts view.

13
Finished Works and Works in Progress / Re: Plastic Pollution
« on: October 29, 2019, 01:33:09 pm »
"morph targets able to be grouped into folders" - yes a good idea that I somehow forgot about. I'll give it priority.

I'm in Italy at the moment but when I return I'll continue working on another build. I have some bugs to finish up and maybe, just maybe a couple of additions.

14
Finished Works and Works in Progress / Re: Plastic Pollution
« on: October 25, 2019, 01:18:42 pm »
Really funny, johnar, though a tiny bit rude :) I always love your animations.

15
Finished Works and Works in Progress / Re: reflection test
« on: September 07, 2019, 07:04:22 am »
Nice wax job on your car :)

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