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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

Pages: [1] 2 3 ... 55
1
Finished Works and Works in Progress / Re: reflection test
« on: September 05, 2019, 09:01:57 am »
 Nice one olan. love your style, and nice reflection.

2
Finished Works and Works in Progress / Re: Skinning
« on: August 20, 2019, 09:46:42 pm »
Thanks AlecJames,

Quote
I guess there must be times when a vertex is influenced by two or more bones...
True, tho can't really think of example at the moment. I've found using 100% influence works for most situations, but in saying that, i do remember Changing the strength of the brush at times in the past and the influence was shared as expected.

Quote
Is there anyway to use the area select tool to apply a painted weight? That would make the process a lot quicker
.
 It sure would. Good idea.
 Mind you, if you set the radius to max of 50, it does cover a decent area in one hit.

 Thanks for your thoughts and comments.  Happy Anim8oring.


3
Finished Works and Works in Progress / Skinning
« on: August 20, 2019, 02:10:45 am »



4
General Anim8or Forum / Re: how to MULTIPLE BONES skin model?
« on: July 06, 2019, 02:01:58 pm »




















5
 Was asked if there were any Anim8or IK tuts out there, and it seems that only whats in the manual at the moment.

 So maybe this little clip could be somewhat helpfull to someone who is looking at IK from a complete beginners perspective.
 It's pretty basic stuff, and just the way i'm doing it for 2 legged characters at the moment. Seems to work pretty well so far, tho maybe some of the joint limits are just a little restrictive.
 Note, IK joint limits are quite different to the limits i've been using with FK.

 Hi there steve:)  :) (hav misplaced froyd emotogifs, willfindthem tho)
 Anim8or has really evolved lately. Mostly what i've been using, and discovering, has been working well and properly. Couple of minor IK issues hav arose, but will report them in appropriate forums.
 I also hav a list of really cool things going on in anim8or now. Such wonderfull awesome things  :) Will post those also.   :)  :)

 Anyway, hope this short vid may prove to be helpfull to some.  ;)

EDIT: I'm not hearing any sound. will look into it.....
 edit again. Sound is working.


 

6
General Anim8or Forum / Re: how to MULTIPLE BONES skin model?
« on: July 04, 2019, 02:41:56 am »
 Heres a sort'v a basic IK tutorial thing.


7
General Anim8or Forum / Re: how to MULTIPLE BONES skin model?
« on: June 14, 2019, 10:54:22 am »
AlecJames
 
Quote
@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.


8
Finished Works and Works in Progress / Re: Guitar Guy
« on: June 13, 2019, 12:36:01 pm »
Quote
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


http://www.anim8or.com/smf/index.php/topic,5405.0.html


9
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.

 
Quote
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.  :)
 

10
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. ;)

11
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...

12
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..)

 



13
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

14
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

15
Anim8or v1.0 Discussion Forum / Re: graph editor and timetrack
« on: September 22, 2017, 09:30:36 am »
Perfect!.

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