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Finished Works and Works in Progress / Re: Aaron's new Idle Stance
« on: April 11, 2013, 10:30:17 am »
Looks staunch enough. Ready for anything. Nice.

Ian Ross has just released a book on Anim8or. It's perect for a beginner and a good reference for experienced users. It contains detailed chapters on every aspect, with many examples. Get your own copy here: "Anim8or Tutorial Book"
PAL standard (720x576, 25fps), more recently HD 1080i, but the point is to try to not convert frame rates between the animation and the end result.
That's exactly how I get out of bed in the morning.Lol
All this talk of sequencing and anim8ing has given me a hankering to tackle something fun, while there is a lull in other projects
In both scene and sequence mode just expand the hierarchy of the character and shift select all of the bones and key them all.
Having sequence mode seperate from scene mode is excellent. (and saveable). You can concentrate soley on the figure and sequence, without everything else in the scene muddling things up or getting in the way.
It would probably just mean adding the morph code from the scene editor to the sequence editor. They probably share a large amount of code anyways.Maybe....
add bone manipulation and the sequence editor to the scene editor.
if having morphs available in sequence mode required too much code or something, i wonder if possibly the sequence could be exported from scene mode.?
The sequence keys are there, and the morph keys would be there as well. Its not like exporting a whole scene, but rather, just the sequence keys AND morph keys. (and possibly figure).
That would possibly be a good plan, and although you still couldn't access morphs in sequence mode, you could add them in scene mode and then save/export the modified sequence from there.
Possibly, to re-use, you would have to import that sequence directly into scene mode, for the morph keys to be recognised. (because they wouldn't be recognised in sequence mode.
I think if you made the bottom part of the spring (his "feet"), angle so that they face more towards the direction he's landing in anticipation of said landingYes, i have actually tried for that, but i see that it does need to be more obvious. Have got a morph target in the bottom of the spring for the movement you have explained, (the 'heel toe' thing), and will tweak that up to make it more exagerated. (noticeable). You can see that bottom movement in the last couple of fwd bounces, but now realise that its far too subtle. Will sort that out.
His initial hopping does not have enough forward momentum in its movementThats it. Cheers. I'll work on it.
The center of gravity and center of rotation for the backflip seems to be off.I do understand what you are saying. The backflips were a bit of a problem from the start. The simple rig that i've used made it a bit difficult to get it 'physically' correct. Because it is rigged 'from the bottom up', then only the upper body is bendable with the rig. This anim8ion was done straight from my head, so I will take your advice and study some backflips and try to get it more equal, constant and realistic.