Anim8or Community

Please login or register.

Login with username, password and session length
Advanced search  

News:

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 ... 3 4 [5] 6 7 ... 55
61
Finished Works and Works in Progress / Re: Diversions
« on: October 30, 2016, 01:46:36 pm »
nemyax
 Yes indeed, a 'Froydian slip'.
 He may not be the sharpest crayon in the box, but you've gotta give him points for trying.
 
How about a 'Froydian 'slide'?

62
Ongoing Anim8or Development / Re: IK tool
« on: October 30, 2016, 01:41:37 pm »
steve.
Quote
...and a true "locked" effector. I plan to keep the current "goal" effector as well since both can be useful.
Thats great to hear. Appreciate your response.
 It's really a blessing that you now have the time to breath new life into anim8or. She's
becoming a thing of real beauty.
 I could go on and on......Exceptionally well done. Way to go steve.
Quote
I thought the second robot was intentional - it's a good reference for the motion.
true. Was thinking the same thing, but no, not intentional, just couldn't find how to turn it off.

daniel99. Love your enthusiasm. I'm with you .... ANIM8OR ROCKS 

63
Ongoing Anim8or Development / Re: IK tool
« on: October 29, 2016, 06:37:13 am »
yes. (maybe a good idea)
 Tho i was really only meaning "nearly snaps", as in 'it goes straight back to the exact same spot it was locked too, and then just doesn't budge from there'.
 What i'm really noticing is 'drift'.
 I've seen you and steve discussing the idea of less keys. (?)
 I'm seeing now that using IK is creating a lot of keys, and wondering if maybe, perhaps, the drifting is happening from influence from a key further along the chain. ?.
Could be completely wrong, of course,.....

64
Ongoing Anim8or Development / Re: IK tool
« on: October 29, 2016, 04:54:03 am »
Firstly, i'd like to agree that these updates are amazing. Excellent stuff steve.
 The IK is behaving a lot better, but still some  problems.
 Have been trying first to understand the best way to use it, or, how it works best.
 Below is a clip  showing feet locked in place using the IK system in 'poser', and dragging the robot around by the hip. His feet will actually leave the ground, but will return to the initial 'locked position' once the legs can again reach the ground.
 (please try ignore the 2nd 'still' robot. Just a setting i couldn't find)

 This next 1 is Froyd, in anim8or, with both feet locked to the ground, and moving the root bone to move him around.
 Please ignore the 'toes'. He's locked at the heal, so the toes are fixable, and no real concern.
 Froyd, (anim8or) is acting very similar to robot. (poser)

 Well done steve. That's absolutely awesome.
 Please note tho, 1 problem i'm seeing.
 You'll see with the poser example, the feet are clearly locked to their positions, even when dragged away from the ground, they nearly 'snap' back to where they should be, just as soon as they are capable of reaching those positions again.
 But if you have a look at froyd, his right foot starts at the locked position, is dragged off the ground, and returns to a higher position when it should really return back to the original 'locked position'.
 This is a fairly mild example.
 I guess what i'm saying is, it's really, really close to behaving as it should, but still showing some oddities, as above.
 So, all in all, coming along really well, but maybe  still some work needed on 'solidly' locking those end effectors into place?


 EDIT: steve.  I'll keep playing with it, maybe i'm missing something, or just doing something wrong here.  Does take a bit of learning. Thanks heaps.
Would be good to hear if anyone else is getting any strange behaviour....

65
Quote
johnar:
Does this mean... when you click on the little '+' box ..."
Quote
steve:
Yes :)
Good 1.Thanks steve
 ....still exploring the latest drop....nice one....

66
Finished Works and Works in Progress / Re: Diversions
« on: October 27, 2016, 02:03:26 pm »
neirao  :)

Yes, his arms go through the ladder.
 That's my bad,.......moving on...





67
Hi steve.
 Thanks for the latest build update. Am just trying it out now.
 
Quote
I plan to add more collapsible sub-tracks so the track window doesn't have to show everything all at once.
Does this mean that, in the left hand side, (margin) of the timetrack, when you click on the little '+' box, next to 'figure01', when it opens to show bones etc..., that it will then show 'created menu folders' with little boxes next to them, that you can click on to show the bones which you have assigned to that menu folder. ?
 Similarily, you can hide all those bones again by 'closing' that menu folder in the timetrack margin. ?
 Sorry if it seems like a silly question.
 Thanks.

68
 Another excellent piece of railway machinary.
 You're definately getting these trains and carriages down to an art.
 Nice one kreator  :)

69
Finished Works and Works in Progress / Re: Diversions
« on: October 19, 2016, 10:36:30 am »
Thank you all for your comments.
 Humbling, and inspiring.  8)
 Some things i spend a little time on, then basically just throw away.
(as we've all done, i'm sure).  ;)
 Last couple of nights i've been playing round with this.... nearly made it to the bin, but what the heck.....
 Sign Language.


70
Anim8or v0.98 Discussion Forum / Re: Import sequences bug in 1255
« on: October 17, 2016, 03:52:48 am »
That's excellent. Sequences can be so very usefull and time saving.
 Hands are a brilliant example. All types of hand poses can be saved as 2 frame sequences, and added at any time during a scene, without disrupting the rest of the animation, if you only key the hand bones and no others.
 .....makes me feel like updating my 'hand seq' folder with some new poses...... ::)
 Thanks steve. Awesome.  :)

71
Ongoing Anim8or Development / Re: IK tool
« on: October 16, 2016, 04:50:02 pm »
If i could just chime in, i think what nemyax is saying is absolutely correct, and i'm thinking this is perhaps just a bit of a misunderstanding between 'lock' and 'hold', which are essentially the same, but just under a different name.
Traditionally, the correct word is 'hold'
 Anim8or has keys, just as any other animation program, and a 'lock' key is really just a 'hold' key anyway, which will 'lock, or hold' that position until a different key is set, in which case it has become 'unheld, or unlocked'.
 Same with rotation/(orientation) keys.
 This is how anim8or already works, so i'm pretty sure the usual key method would be no different for 'holding/(locking)' an end effector into place.  8)

72
Finished Works and Works in Progress / Re: Diversions
« on: October 16, 2016, 04:15:21 pm »


73
Ongoing Anim8or Development / Re: IK tool
« on: October 16, 2016, 05:28:52 am »
Thanks steve
 By the way. Good job on the trackball visibility thing. Tidies things up immensely,
All thumbs up.

74
Anim8or v0.98 Discussion Forum / Import sequences bug in 1255
« on: October 15, 2016, 11:55:13 am »
 Anim8or 'stops working' when trying to import a sequence. Build 1255.
 I tested against 1253 and sequence import working properly there.

Makes no difference if importing the figure with the sequence or not.  8)

EDIT. New test.  Exported sequence and figure from build 1255.
 That sequence and figure Imported properly in 1253.
Stopped working when trying to import into 1255.

75
Ongoing Anim8or Development / Re: IK tool
« on: October 15, 2016, 05:21:34 am »
Hi steve.
I've noticed with shortcut key 'k', for key selected bones and morph targets', that bones need to be selected for a morph target to be keyed at the same time.
 It would be good if you could select just a morph target, or targets' and key those with 'k' as well. ie: key selected morph targets with no bones selected.
 Position and Orientation keys could possibly be an option as well?
 What say you.

Edit: Point in case: I've got a bouncy ball with a face. It has 13 morph targets, and no rig.
 With Orientation and position keys added, thats 15 'double click -> ok's to set the first keys for that. A Left click to select 1, then right clicks to select the rest, then press 'k', is sooo much quicker.
 And, further along, same deal. Single or multiple morph targets can be selected and 'k'd in no time at all.

Pages: 1 ... 3 4 [5] 6 7 ... 55