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Messages - johnar

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 Theres a 'draw line' tool?. (i think thats what its called.  Down the leftside toolbar, while in point edit mode, its a knife.
 Select that, and the edge selection setting. (ie: points, faces or edges, choose edges.)

 Now you can cut new lines into your object.
 To keep the inside of the jaws 'sharp-edged' while subdividing the whole spanner, just cut a new line really close to the existing inside-jaw lines.

  Hopefully you can follow that. Sorry i can't post an image right now.

 By cutting a new line on the inside of an existing line.

 Then go 'build -> convert to subdivided'.

 Hope that helps.

General Anim8or Forum / Re: My video tutorials I need them
« on: May 22, 2009, 05:03:44 am »
 MP3D. My old friend.   ;)

    I'm lookin in here at least every second day now. I can now acces the internet through my job. (school caretaker).

 Am working hard on my latest video, which so far is up to 9 minutes long. Hoping to have it finished in about another month.
 Also will be starting a web page soon, and will make everything i've done available for download.
 Perhaps we could link to each other when we're both back up and running.?

 Good luck getting all your tuts back. I'm sure it'll all work out good.

 I am around, but the forum is always pretty well taken care of by the time i get here.  ;) (nice one floyd86, and others).  :)

 I'm still 'madly in love with Anim8or'.   ;D

 Cya guys.
You can count on it.  :)

 To complete your movie, with post production editing and sound, you'll need a video editing software.
 (there are some free ones, but not sure of names off-hand).
  'Sony Movie studio' is not expensive, and is built up from 'Sonic Foundry Vegas Video', which is now quite old, but absoloutly rocks.

 Adding sound, and being able to edit together your final 'Anim8or rendered videos,  will really take you to that next stage of movie-making.  :)

General Anim8or Forum / Re: zooming?
« on: May 01, 2009, 02:39:28 am »
 To use 'camera zoom' in scene mode, create a key for the 'FOV' of the camera.
 Then, open the graph editor and adjust your key value from there.
 Real time camera zoom. :)

 This tut will also explain, (i hope),  a basic theory about using morph targets.
 The only difference is that, instead of morphing a cube you would be applying the principles to a face, and its expressions.


 Hi, :),

 Have posted my eg.

Heres the link.

 Still not perfect, but can get through the method quite quickly once you get in the swing of it.  ;)

 I've got no idea how hard this next idea would be to program, but i was thinking that, even when IK comes into affect in anim8or, its something that wouldn't necessarily need to be discarded after that.
 Maybe some sort of 'magnet'.
ie: when foot touches floor, select foot bone, bring in a magnet and place directly below footbone,  and then  connect foot bone temporarily to magnet. (somehow). ::)

 But, for now, i'll probably keep working on the stepstick theory, when i need to.
 Sopmetimes, depending on how your scene is set up, footslip can be ignored because its not even noticable.
 My latest little clip has the road moving, instead of the character.  The footslip isn't a noticeable problem.


 Nice. :).  That method gives excellent results. Little bit of mucking around if the animation becomes a bit more complex, but aprt from that, it looks like it gives a decent result.
 I got home the other day, thinking i had this floor-skating thing sussed. But then when i tried to get it right through double keying etc..., i realised that it wasn't as straight forward as i had thought.
 (i remember, quite a while ago, when we discovered that a double key would bring your character to a dead stop.  Then a corner key further down would hold is position till then. Over time i must've created the false illusion that i could now stop floor slipping altogether. Hmmm.)
 I got it in the end, by means of a 'measuring stick'. (step stick).
 Just a longish black rectangle, with white markings, each exactly the same size as the characters foot, and spaced exactly the distance apart of the characters 'stride'. (i used morph targets on the stick to stretch the distance between his stride till i got it just right. The stride also needs to be the same for both left and right steps. (sequence mode adjustment).

 Put character in scene and position it. Then add 'step-stick',  side view of the character,, and position under his feet, with front foot perfectly in white area. Key position, copy position key and paste on next frame.
 But heres the mundane bit. Every third frame i would make sure the position of the foot was the same as 3 frames earlier.  (Turn off Y and Z position axis, slide character on X axis back to the right position if needed. Key position each 3rd frame)
 Continue till back leg has travelled to front. When new front leg, (foot), touches ground, key position, and again, copy-paste that key to next frame, and repeat as before, keying every 3rd frame.

 So, there is still a bit of mucking round, but results are reasonably ok.
 I should post an example vid, but can't do right now. Am in town and don't have it on my flashdrive.
 maybe 2moro.


 There is a way to at least 'minimize skating', and even stop it all together.
  It comes down to 'positioning and double keying'.
 I'll make up something a little more 'succint' to help explain. ;)
 For now, i gotta go to work.

General Anim8or Forum / Re: Moving Billboards
« on: March 15, 2009, 02:47:02 am »
 Cool. I'm gonna have a bash at 1 too. :)

(My mechanical versions are posted in Works in Progress forum.)
 Cheers for the comment headwax. :)

Finished Works and Works in Progress / moving billboards
« on: March 14, 2009, 02:22:48 am »
Hello, :),

 This video was pretty much inspired by a post in the general forum by mysterysmith.
 Its just a few examples of animated billboards, mechanical not electronic,  using a couple of different techniques.
 The first is by using seperate objects in Scene mode, and rotating manually.
 (front and perspective views)
 The second, you'll see a difference, is by using morph targets.
(front and perspective views)
 And the last one is something i made a while ago, which just might get you thinking. ;)

General Anim8or Forum / Re: Moving Billboards
« on: March 13, 2009, 11:32:54 pm »
 OK.  Mystertysmith, I think Indian8or has the same answers as i would have given.
 Now that i understand what type of billboard you are talking about, it seems that maybe i've missed my chance at posting my 'mechanical' examples in this post.
 But i might upload and put a link into 'finished works and works in progress', for anyone that might want to see it anyway.

 Thanks Hiho. :)

 Kreator. Cheers for that info.

 Mysterysmith. Good luck with your project. ;)

Edit: have uploaded vid, is now processing.
 Will add link in Finished works this afternoon.

General Anim8or Forum / Re: Moving Billboards
« on: March 13, 2009, 05:11:31 am »
 Hi guys.
 sorry i'm l8. Got called away to work. So, now i've made it down to the internet cafe, with a video on my flashdrive, only to discover that i've got the large version. 177mb!  ::)

  Thats a bit large to be uploading.
 So, i'll have to make a compressed version 2nite, and post it up 2moro. Haven't been able to organise a free file hosting yet, so will have to use youtube for now.

 Captaindrewi.  Yes, originally i tried bones, but in the end, found that morph targets worked well. But then, after thinking about it a bit more, i realised, hang on, couldn't we just as easilly import each tile into scene mode as seperate objects, and rotate them manually. ie: no bones, no morph targets. ??    :-\
 I'll still post my vid. It has one using morph targets, from a couple of different views, but it also has my original 'moving billboard', which  i think will be a surprise. Its not quite how you'd expect. ;)

 But i got a question.
 mysterysmith. I'm not exactly sure what you measn by 'electronic'. Is that sort've 'flashing lighted images' or something like that?
 Although my examples would probably best be described as mechanical, i have added a short piece at the end, wondering if it's the sort've effect you're after.

 I'm imagining that its a 'moving electronic image' on a 'stationary board'.
 Would that be right?.

 If not, and its a little difficult to explain, perhaps a link to a pic of what you mean.?


General Anim8or Forum / Re: Moving Billboards
« on: March 10, 2009, 10:46:20 pm »
 Actually, i've dug mine out, and it needs some tweaking.
 If you could let me off the hook for another 24 hours :P  ;)

 Mine has like 'vertical strips, which when stood together, wide-face forward and side by side, appear as 1 continuous flat plane.
 An image is applied to that '1 apparent plane'.
 Then,  each strip  rotates, ( together, but seperately), along the x axis, for a rotation of 180 degrees.
 At 180 degrees rotation, the backs of the strips are now displayed, This new 'apparent single plane', has a different image attached.

 whew. :)

 Does that make any sense.
 Anyway, i'll get it posted just ASAP.


General Anim8or Forum / Re: Problem
« on: March 09, 2009, 11:46:36 pm »
 Or try using weights.
 Remember when painting weight-influences onto your figure, that its the points that take the influence.
 Wire over solid view is probably best for this.

General Anim8or Forum / Re: Moving Billboards
« on: March 09, 2009, 11:41:42 pm »
 Cool. I've made some moving billboards.
 Will post an example 2moro, after i get home and dig out the old vid and files. Could be 24-36 hours away

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