Anim8or Community

Please login or register.

Login with username, password and session length
Advanced search  


An update to Anim8or, v1.00b, is available with a few bug fixes. Get your copy HERE. See the "ReadMe" file for details.

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - johnar

Pages: [1] 2 3 ... 56
Finished Works and Works in Progress / Re: Perfecting the skill
« on: December 08, 2019, 10:03:13 am »
That sounds pretty awesome kevin. Hope it goes well.

NickE wrote a script for importing bvh motion files into Anim8or.  It can be found in the ASL scripts part of the Anim8or forums. Might be interesting for you if you haven't seen it before.
 I haven't played with blender, but did muck around with poser animation and have seen the layouts in 3DSmax and Maya.
  I haven't really tested all of Anim8ors animation tools, and stick mostly to using morph targets, sequences, and very basic key framing  techniques. (haven't really played with things affecting 'fast/slow in, fast/slow out', manipulating the little green box handles in the animation path, and other stuff which i'm probly not even aware of)
 I do find anim8ors keyframing setup to be pretty darn good, especially with some of the latter updates, shortcut keys for frame keying, folders, and other bits and pieces.
 Although i can;t compare to the keyframing layout in blender, i'm quite comfortable now with the way keyframing is implemented in anim8or, and, after all, decent keyframing can be the corner-stone to decent animation.

Finished Works and Works in Progress / Re: Perfecting the skill Char 02
« on: December 07, 2019, 10:48:57 am »
Sorry to double post.
 Just remembered about the 11 second club.
 Worth a look.

Finished Works and Works in Progress / Re: Perfecting the skill Char 02
« on: December 07, 2019, 07:58:43 am »
Another cool character. Nice one Kevin.

Finished Works and Works in Progress / Re: Perfecting the skill
« on: December 07, 2019, 07:52:24 am »
Nice start kevin.
 Theres a few ways to sort out the 'sliding' along the floor.
 One sure fire ways is to use the squares on the floor as markers, or some other marker arrangement is good.
 I'll usually use 3 views, with a side view used for positioning. If your side view shows as the bottom of 3 views, you can 'arc rotate' the view till chloe is standing on top of the time track, with her front toes on one of the time track 'frame'marker lines, then, frame by frame, re-position her so that her toes stay back on that same mark right up untill her front leg becomes the back leg, and until it leaves the ground. Then do the same for each step. ie. Front foot touches ground and is keyed at that exact same position until it is the back leg and leaves the ground.
 Hopethat makes sense. It doesn't actually take very long once you get the hang of it, and it takes away that 'sliding' motion, which never looks as good as when the grounded foot stays in the 'same, right' spot while walking. (or running or whatever)
EDIT: After watching a few more time, i see you have the front foot thing pretty close, aside from the very beginning of the walk.  I think you know what i mean about the apparent sliding. Sometimes the camera movement can also make it look as tho the character is travelling further than a normal stride would carry you.
 The 'side view' marker idea gives a more realistic distance of travel during a walk.
 Just thoughts.

Finished Works and Works in Progress / Re: Perfecting the skill
« on: November 25, 2019, 07:25:31 pm »
. Yes, she definately is pretty cool. Well done.
 Ideas?  :)  Dancing is a tricky one.
 Picking things up and throwing.
 Opening an umbrella, or a book.
 Ice skating.
 Martial arts.
 Conversation with another.
  Hmmm. Could write a list but there are really so many possibilities.
 As far as walking being 'low', it is one of the most basic movements to begin with, but if you're talking about perfecting the art,  a simple walk cycle is the beginning of a huge range of movements. There's all types of walks. Drunk, sneaky, backwards and so on. (i never got far with different walks)
 Anyway, whatever you decide, it'll be good to see cloe moving. :)
 Nice one Kevin.

Finished Works and Works in Progress / Re: Perfecting the skill
« on: November 24, 2019, 08:52:03 pm »
walking is a good start. Walking, stopping, then begining to walk again is also a good one to get your head around.
Walk sequences are a great thing to have in your animation arsenal. Export your sequences into a sequence folder for that character. Other really handy sequences to export/keep are hand movements. Open hand , closed hand, index finger bend, middle finger bend etc...
 I've got seperate 'hand poses' for Left and Right hands, and also others affecting both hands.  (like 'both hands closed, both hands open.
 Key only the hand bones in the sequence, and then they can be added at anytime during the animation without affecting any other parts of the body.
 I've also got walking sequences saved where only the leg bones are keyed. So while your character is walking everything 'above waist' is free to be animated doing other things.
 Jumping and running are good ones for practicing 'weight and timing' as well.
 Btw: Nice cloe model :)
 some of my first character animations involved 'walking while singing' and 'walk, stop, talk, then start walking again. Use arm/hand gestures while talking during a walk and while standing still are all good practice.

General Anim8or Forum / Re: Rigging a whole model
« on: November 24, 2019, 10:34:21 am »

General Anim8or Forum / Re: Using reference images in sequence mode
« on: November 24, 2019, 10:26:50 am »
 You can make a flat plane (box) as an object and apply a reference image to that.  Then add the object to a bone in the figure editor and position it into a suitable place, where you can work from it in the sequence editor. (or scene editor, depending on it's purpose.)
Not the perfect workaround, but can be  useful.    :)

Edit: I remember needing to go back and forth between object and figure editor to scale the box to the right size, but i'm pretty sure that now you can scale the box, with image, right there in figure mode.
Choose a bone that won't be moved in the animation, or add a bone specifically for the job. Remember that the object,doesn't need to be 'on' the bone. Once you go 'build -> add object' the object, with ref pic, can be placed anywhere 'outside' the figure.

Finished Works and Works in Progress / Re: Plastic Pollution
« on: October 28, 2019, 01:39:57 am »
ENSONIQ5 Another Anim8or 'Lifer'. :) Great to hear from you too, and thanks for that positive feedback. I'm concentrating mostly on lipsyncing at present, working on finding the most efficient way to lipsync with anim8or. So far, taking note of frame number where each mouth shape is keyed, and then copy-pasting that keyframe when that shape is required again, is the basics of the plan. So each file builds up a library of mouth shapes which can be copied by frame number within that file. So far so good, and tweaking where needed. Still a fairly long job, but hope to get it down to a quicker thing as I get more practice.
 RudySchneider Glad to hear the news that you're lifestyle change is going well. I'm lessening my work hours as well, but still live in a bus in the bush by the river. Can't really get a much better situation than that. (in my mind anyway).

Windy Wellington, 1985. Back when i was 23 years old. :)  I'm in Nelson, which is just across the ditch from wellington, in the 'south island'. Or, " the mainland", as we lke to call it here. Less people than the north island, tho the population is still growing.

Keep well my friend. :)

AlecJames Thank you also for your positive comment. :)

steve Its always inspiring to hear positive things from you. :)  Anim8or still rocks, and always will be my number 1, go to piece of software. Still lovin it as much, or more, as when i discovered it.

The timetrack and folder updates are truely awesome. If i could take this time to ask about morph targets and folders. I might be missing something, but are morph targets able to be grouped into folders yet? Having bones and objects in folders has tidied up the timetrack immensley, but this character and associated objects now have a total of around 35-40 seperate morph targets, so am needin to do a lot of scrolling to locate each target in the timetrack. A folde arrangementr for morphs would solve this issue.

I see there is a new option when creating morph targets, ...'morph derived from'... (?) but am unsure how this works.

 Thanks again to all. Cheers. :)

Finished Works and Works in Progress / Re: Plastic Pollution
« on: October 27, 2019, 09:42:05 am »
Lol. RudySchneider Really great to see you're still around.  Interesting stats those. When i was younger, and there were about 3.5million people here, there was something like 20 million sheep then as well. Dairy hadn't really taken off then, but for the last 20plus odd years, dairy has become one of the largest leading industries in new zealand.
 The previous government pushed dairy even harder, to that point that ALL the waste from dairy farming was saturating the ground and leaching into the rivers. A lot of rivers around here were becoming unfit to swim in, etc, and it was becoming a real problem. Thankfully, the new government has put a halt on expanding the dairy cow numbers, and plans are beginning to mop up the mess and bring it back under control.

 Anyway, although sheep still outnumber cows by 2 to 1, they are way smaller,  travel around more freely, (so waste is not accumulated over a small area), and, when it comes to toileting, a sheep is like a goat. ie: not particularly messy at all.
 A big fat, flatulant dairy cow, however, is a hugely different animal.
  So, the short answer then is. No fart tax suggested for the 20plus million sheep.

And i have since learnt, the fart tax on dairy cows never got through into laws, but dairy farmers are being encouraged to go cleaner in other ways, and encouraged also to look into other 'greener' endeavours. :)

Finished Works and Works in Progress / Re: Plastic Pollution
« on: October 26, 2019, 07:04:29 am »
Thanks.  :)
 I was a bit dubious about posting. When I first had the idea, it seemed especially funny to me, as being a kiwi, our government was looking at a fart tax on cows. (true)
 Then, with the connection to global warming, pollution etc, it seemed really funny when I began putting it together, but after shortening what i originally had, and a few other changes, the finished product wasn't quite the joke i had imagined.
 Then it became a little "should i post it?" argument with myself, and the little devil "post it" voice won the argument, and before i knew it, there it was. Posted on youtube and a link here in the finished works category.  ::)
 I hope it doesn't cause offence to anyone here on the forums, and would be ok with taking it down if requested.
 Its true about the fart tax on cows in nz tho, not sure whether it actually became a taxable thing.

Finished Works and Works in Progress / Plastic Pollution
« on: October 24, 2019, 10:25:56 am »


Finished Works and Works in Progress / Re: Heads
« on: October 05, 2019, 04:29:17 am »
Quote's pretty awesome...

 Sure is!!! Is there a body to come?
 Love that head.

Welcome steved 

 Don't forget about the manual.   

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.

Pages: [1] 2 3 ... 56