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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

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General Anim8or Forum / Re: Anim8or v1.0 Beta is available
« on: March 25, 2017, 10:48:43 am »

Congatulations on Anim80r Version 1 beta Steve.

 I've only had a short time with V.1.beta, but is opening older files as good as gold, and so far all is working just fine.

 Awesome job Steve.
 Hip Hip ...
 Hip Hip ...
 Hip Hip ...

Finished Works and Works in Progress / Re: Red Man
« on: March 08, 2017, 05:48:18 am »
 Hi ika,  :)
 Not bad for a first clip, tho rather slow. (as davdud said).
 Would've been more entertaining if fitted into a 60 second timeframe, rather than 6 minutes.
  Practice and experience will spruce up the actual content of your animations, but most importantly for now would be to tackle the 'timing' thing.
 Not sure if you're using 24 or 30 (?) frames per second, (both ok, i prefer 24). So, if you don't use a watch you can just count out approximate seconds of time for each movement/take.
 This can be done by simply imagining what will happen. IE: redman jumps from top of building. 1 second to bend at knees and prepare for jump, 1 second to jump high point, (jumping 'up and off', before falling to ground, and maybe 3 seconds to fall to ground. (if that seems how long it would take, depending on building height)
 So thats 5 seconds altogether. So that whole part would tak: 5secs @ 24fps =5x24 = 120 frames.
 (150 frames if animating at 30fps)
 Render it out and tweak timing after watching the clip. (or part of the clip).
 Once the timing is more realistic, the whole video becomes more easilly watchable.
 (as davdud said,  a common issue when first starting out in animation, not just Anim8or, is getting the timing right, and not dragging things out to a 'frustratingly' slow pace.  ;)

Anim8or v0.98 Discussion Forum / Re: problems and traceinit....
« on: January 05, 2017, 08:43:40 am »

 Thank you steve
 Thats fixed it!!!
 I was going through the steps you asked me to do, and was just about to post the good news that changing the value of GUI.FloatTimeTrack from '(1)' to '(0)' fixed everything.
 Then i saw your last post, downloaded 1265 just now, gave it whirl, and she's all good as gold again.
 Thanks Heaps steve
 Awesome. Excellent. Cheers.

Anim8or v0.98 Discussion Forum / problems and traceinit....
« on: January 03, 2017, 06:23:06 am »
 I can't do pretty well anything in scene mode in builds 1261, 1263 and now 1264.  :'(
 As soon as i try anything, like arc rotate, moving a figures bone, and so on, anim8or stops working and i have to close the program.
 Could traceinit help to find the problem, and if so, can someone please tell me how to make a traceinit log file?

 All works fine on other previous versions, and if i boot up Windows XP on this same windows 7 pc, it also works ok, but very slowly.
 Any help appreciated.

System Info:
 OpenGL Renderer: GeForce 8600 GT/PCIe/SSE2
 OpenGL Version: 3.3.0
 OS Version Windows 7 (6.1) build 7600

Finished Works and Works in Progress / Re: Merry Christmas
« on: December 26, 2016, 09:18:46 am »
Lol. That was cool.
 Little things, like santas pom pom swinging on his hat at the end, are the little things that really add 'decent-ness' to a clip like this. I find it takes 3 or 4 runs to get the basics of an animation happening, and then every xtra pass after that is mostly 'detailing'. Those little details really give short animations a lot more liveliness.
 Santa getting stuck going into the printer, and losing his hat, were laugh out loud for me.
 Nice one Alec and merry christmas to you too.

Ongoing Anim8or Development / Re: IK tool
« on: December 19, 2016, 11:01:27 am »
There is one missing capability that I'm thinking about adding. If you have a completed animation, such as a character walking across a scene, it is very difficult to adjust the path without having to tediously reposition all the end-effectors' keys one-by-one. I think it would be very useful to be able to edit the path and then would change accordingly.  This is a lot of work so I'd like your opinion as to it's usefulness before I start. What do you think?

 I've been trying to think of instances where this could be usefull.
 The only thing i can come up with at the moment is that it would indeed be a luxury to be able to move a walking characters path, and have the end effectors remain (eg: feet) 'grounded', even though the path has been changed...
 But i'm still yet unable to think of any instances where i, personally, would find a need to dramatically change a characters 'path', once i've already spent time creating that particular scene and movement.
 You've said it would be a lot of work implementing this and, unless someone else can give example of situation where this capability would be very usefull, i would probably suggest that it perhaps go on the backburner for now, until a time where it's usefullness could be deemed worthwhile of the effort.

Hi AlecJames.  :)

The selected bones are, or should be, actually   a silvery-grey color when they are selected, while the non-selected bones remain a darkish blue. (default color).

 One way, if you're having trouble seeing which bones are selected, is to temporarily hide the mesh/objects. Shortcut 'O' (shift -> 'o').

 If this method is still unsatisfactory, maybe it is?, then i agree that it could be a good idea if the selected bones were to be a more easily visible color. Maybe even the 'orange' that you see when hovering over a bone with the cursor...?

General Anim8or Forum / Gym Figure. (sausage man)
« on: December 18, 2016, 09:11:47 am »
This is Gym.

 He's fast and light to move and render.
 Not sure how to fix the few 'missing objects' listed when opening.
 He's ready to animate and has 'look left', 'look right' and 'eyes closed' morph targets.
  Help yourself, and have fun.

Ongoing Anim8or Development / Re: IK tool
« on: December 16, 2016, 09:47:05 am »
 OK.  Am now beginning to see some issues in Scene mode... 1263
 'Anim8or stops working'... when scaling a figure in scene mode.
 easily reproduceable...
  Edit: Scaling object in scene mode has same result...

 (Will send you those files you were asking for, after i get a chance to test some more and 'document' etc.....)

Ongoing Anim8or Development / Re: IK tool
« on: December 16, 2016, 08:24:49 am »
 Showing in Scene mode and working exactly as expected. The days of lengthy scrolling up and down in the timetrack are over.
 Thank you so, so much. That's just absolutely friggin awesome.
 (Plans for same in Sequence mode?)
 Haven't had a lot of time with anim8or recently, but that'll be changing very soon, and i'll definately make time this weekend to take 1263 for a decent spin.
 No problems here as described by daniel99. (In fact,have been using it for the last hour with no problems at all so far).
 OpenGL Vendor: NVIDIA Corporation
 OpenGL Renderer: GeForce 8600 GT/PCIe/SSE2
 OpenGL Version: 3.3.0
 OS Version: Windows 7 (6.1) build 7600

 'start in previous' is not selected.
 'Autosave' is selected 
 This is so cool. I'll be doing a lot of 'rig organising' with menu folders this weekend. Thats so good to see that in the timetrack.
 Will give the IK a decent go as well, and get back to you with updates on how its all working here.
 (edit: And will comment on latest tweaks and fixes etc, which you have described in your post)
 This is just blinkin awesome. Cheers steve, Well done.........

 Edit2. Task Manager shows anim8or using 46,520 K, at idle.. with 1 figure. File size is 3,646 KB, .....if that's any help there....

Ongoing Anim8or Development / Re: IK tool
« on: December 11, 2016, 07:36:30 am »
 Hi steve.
 Don't know how i missed your last post here, have just seen it, .....   will try to get a few examples together and get them to u.......

 Edit: Are you wanting more crash examples in 1261?,
.. in the last hour i haven't been able to duplicate a crash in 1258,.............. but will keep trying nxt time..........

Finished Works and Works in Progress / Re: Anim8or-chan's Little Dance
« on: December 08, 2016, 09:42:56 am »
 That's awesome.

Ongoing Anim8or Development / Re: IK tool
« on: November 28, 2016, 04:28:36 am »
 Under: File -> Configure UI, you'll see an option for 'New Color Scheme'. Theres a box there needs ticking.

Ongoing Anim8or Development / Re: IK tool
« on: November 27, 2016, 05:35:41 am »
It's still not working well enough :( so I'm going to try another approach.

 Groovy.  Good luck with that steve, here's hoping the new approach may solve it.

 Speaking of new approaches, i've had an idea in my head for some time, concerning locking effectors in place.
 Remember i know nothing about programming, so it could be a rather non-practical, non-related, non-workable nonsense, but i've always thought it probably works with a similar-(ish) coding method/formula as is used for 'snap to grid'
 But then again, obviously, i have no idea.

P.S. also hav problems with 1261.
 Imported froyd to empty scene and enabled IK, with green key on.
When i click on the IK controller on his toe, it shows locked, (red), and anim8or stops working.
 I can do exactly the same thing in 1258, but when i click on his toe, it shows normally, unlocked, and anim8or is fine.
 Cheers steve

General Anim8or Forum / Re: "An8-Chan" side project
« on: November 27, 2016, 05:03:43 am »
I was thinking of translating Steve's Robin into the design of cute and quirky anime girl "An8-Chan".

The best bet is to start as simple as possible maybe use a base color like the gray user interface color for a simple outfit and then start adding features based on UI elements and such that way you can try  a part see how it looks and keep or disgardbased on how weel they match.

 Yeah, to incorporate robin INTO an evolving anime character, with humanoid characteristics, could be quite challenging. (but am sure you could do it)

 What about, maybe,  "An8-Chan" as a "cute and quirky anime girl", somehow really "anim8orish" (?), and with a sidekick, Robin. (maybe made in your own anime style?) (2 characters) ?
 Robin could do all sorts of helpfull things for An8-Chan...... and vice versa.  ;)

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