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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 - davdud101

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Finished Works and Works in Progress / Re: Nifty Robin Fanart
« on: April 17, 2018, 03:52:02 pm »
NICE Cori!!! Looks great!

Link appears to be dead :/

General Anim8or Forum / Re: Morph targets and linear distortion
« on: April 14, 2018, 10:14:34 pm »
yup. Bones aren't too hard to use - in fact I think they're MORE versatile because it's for example easier to make things that are near-perfect mirrors for example. Like stated, you get the rotational motion that can't be had through morphs because morphs are simply "point A to point B".

I also won't fail to mention that the Sequence editor is a marvelous tool to simplify the process of repetetive animation that just isn't known to morph targets.

That sounds pretty freaky, by the way - the error. I've had some BIG issues with older version of Anim8or when trying to use morphs and then editing the object afterwards. If anything, bones gives a LOT more room for error when it comes to having to edit meshes and stuff afterwards - more flexible in that sense.

Good luck!

Interesting work, Jens! I see you used that one creepy face drawing software for the zombie faces. I literally have steered so clear of YouTube videos featuring that software (mostly people making faces and stuff using it) because my stomach can't handle it xDD

You definitely have good pacing in the script, I feel. Plus a coherent story - something a lot of us, or at least me myself, can't attest to. The animation quality itself isn't half-bad - definitely better than what I could pull off.

Carry on!

[Probably worth mentioning in your OP for people surfing of a profanity warning. Of course :D ]

Not to drag this up again - anyone got a link to maybe an archive for the forum? Now I'm curious about a couple of people from there.

Ongoing Anim8or Development / Re: Experimential Track Ball for Arc Rotate
« on: January 29, 2018, 07:32:27 pm »
I have to admit Steve - this may be one of the cases where I'd rather stick with the old method. Is there a toggle to go back to the old Arc Rotate?
It seems to slow my process up quite a bit when the model isn't automatically oriented upright. It it nice and accurate though which is cool - maybe it could be a crosshair in the center of the arc rotate that has all of the single-axis-rotation functions, so it's the best of both worlds?

Finished Works and Works in Progress / Re: Dreamboat
« on: January 16, 2018, 11:31:11 pm »
Ok, I know this has been more than a week, but I had a vacation in there somewhere.  Anyhow, this was the more detailed version, but I didn't like the way the Salon and Deckhouse windows looked, so i am redoing those, but I have added some real wood textures, although the deck is darker than I like.

As far as the extra details, this has more fittings, such as the horn, anchor winch, lifering, etc. I also rendered it in ART so it looks a lot better except for that feisty near-Z clipping issue at the bow.  I also included a pic of the prototype so you can see what I am working towards.

DEFINITELY been a while, wow!!!

But very nice modeling 5LID3R! Exciting to see where this is going after being revisited.

you're a pro, fss!

Anim8or v1.0 Discussion Forum / Re: Bone naming causes crash
« on: January 03, 2018, 03:27:38 am »
OK if you have further issues post a sample file and I'll look into it.
Thanks a lot Steve, I'll make sure to do that. Awesome features in the new build btw!! :)

Finished Works and Works in Progress / Re: Freddy!
« on: January 01, 2018, 11:22:22 pm »
Really good job Arik! Looks like his jaw way in the back corner-area is a bit too narrow though - makes him look a bit like his face is missing definition back there. Just based on similarly-orientated reference materials like this image below from SCawthon.

If I may also say - that round look you had from the prvioues previews seemed to fit a bit better/look more polished than the boxier look in the latest render. That's just taste though.

Really cool! Carry on!!!

Anim8or v1.0 Discussion Forum / Re: Bone naming causes crash
« on: December 31, 2017, 12:31:58 am »
The licked attribute is stored within the bone's controller.

Can you post a figure that shows this crashing problem? And which bone's name do you try to change? I assume that this happens in the Figure editor.

Turns out it was in the old v1.0 build - the model seems to open just fine in the latest build you've posted, Steve, and that's WITH the bones I set as locked, but NOT with the new names. Hm..... (Sorry I haven't gotten around to properly posting it. Figured if I can't open, who else could?)

Finished Works and Works in Progress / Re: My Anim8or Projects
« on: December 28, 2017, 02:22:26 am »
I'm having a heart-attack loking at this AMAZiNG art (or should I say.. ART!!!!) SUPER nice stuff m8!

Finished Works and Works in Progress / Re: Freddy!
« on: December 28, 2017, 02:21:18 am »
Good ol' FNAF... giving me give or take 5 years of frights and plenty of humorous-yet-spooky story action.

Looking forward to following your process AtR!

Finished Works and Works in Progress / Re: Swobu
« on: December 26, 2017, 03:24:39 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...

Double-keying.. certainly interesting. I haven't done quite enough animtion to say much about that but i think that's something I ended up finding out I needed to to to get things to be stable and not slightly "wiggle" backwards before moving in Anim8or, lol!!

@NoobJens007, something that could always be improved (especially amongst Anim8or users, as we're so caught up with making decent looking characters that we don't think about it) is the camerawork, making the camera move in a way that feels natural and stuff. I think the double-keying method from johnar can help here too haha!

Anim8or v1.0 Discussion Forum / Re: Bone naming causes crash
« on: December 24, 2017, 06:22:59 am »
edit: Okay, I locked some bones and saved, then tried changing the names of other bones and then it crashed again (before I could save it...), But for some reason the bone locking or something else is causing me to not be able to open the file, as it crashes every time I try.

Where a locked bones located in the text file format of an Anim8or file? Bones are easy to find, but I'm not finding where whether they are locked is denoted.

Anim8or v1.0 Discussion Forum / Bone naming causes crash
« on: December 24, 2017, 06:10:50 am »
I have a little character model I've been working on for a few days (he's really cute and cool-looking! I'll post him soon). But in the Fig editor, if I name his head bone "head", it causes Anim8or to crash automatically.

I thankfully had an old save file I could look at to see the original names and changed the bone nameback to "bone02" in a text file which solved the issue, but still leaves it with generic names instead of something like "head" which would be easier for animation purposes.

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