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Messages - daniel99

Pages: 1 2 3 [4] 5 6 ... 21
46
ASL Scripts / Re: SCRIPT REQUEST! - 2D cell shading (AUTO GENERATOR)
« on: October 21, 2016, 04:50:48 pm »
Raxx. Oh, yeah! Good advice. Strange I didn't think about it. It solves all the problems for CelShadurr.
But I'm not sure it works for Phur, the reason being the fur is made of many hair meshes, and they will react to the bones the same way, subdivided or not. If I generate the fur on the unsubdivided body, the hairs will keep their original positions after subdivision of the body, so they won't match. Some of them will float in the air, in convex surfaces of the body, and some will be deep into the skin, in concave areas or the body...

47
ASL Scripts / Re: SCRIPT REQUEST! - 2D cell shading (AUTO GENERATOR)
« on: October 21, 2016, 06:05:46 am »
Just a question about somethin' might be a problem sometimes, Raxx.
1 is the original mesh - lowpoly subdivided but not converted to mesh.
2 is the outline shape - subdivided converted to mesh.
When animating, the shapes bend differently because they're different poly count. (3)

Is there a way to correct this? (4) Maybe the script could generate the same type of mesh or maybe there's a technique?

Same problem I have when, for example, I apply fur (with Phur) to a mesh. Because the body mesh and the fur mesh have different polycounts. Any solution for such a problem?

48
ASL Scripts / Re: SCRIPT REQUEST! - 2D cell shading (AUTO GENERATOR)
« on: October 21, 2016, 04:25:34 am »
Yeah, I've noticed. You may not be impressed, but maybe DaVinci wasn't impressed with Monalisa when he made it either. Anyhow, it's simple, but very useful script :D Thanks

49
ASL Scripts / Re: SCRIPT REQUEST! - 2D cell shading (AUTO GENERATOR)
« on: October 21, 2016, 03:46:12 am »
Omg, Raxx, of course! :) Who else? The mastermind of scripts. Thanks, bro! Thanks! :D

50
ASL Scripts / Re: SCRIPT REQUEST! - 2D cell shading (AUTO GENERATOR)
« on: October 20, 2016, 08:33:08 pm »
neirao: You're welcome, bro! :D

51
ASL Scripts / Re: SCRIPT REQUEST! - 2D cell shading (AUTO GENERATOR)
« on: October 20, 2016, 02:19:19 pm »
A couple of years ago I had a project like that, where I had to use this double mesh technique. Yes, a script that will make this outline would be useful. Great idea, neirao.

52
Ongoing Anim8or Development / Re: IK tool
« on: October 16, 2016, 09:16:08 pm »
Steve A new official release would be nice. I've seen there are people who do not know there are many new builds for anim8or, because they don't check the forum :(
Anyhow, me personally, I would have the end-effectors lock position/rotation for the latest bone in the chains added, and fix for the "wiggle" before a new official release...but that's just me.

53
Ongoing Anim8or Development / Re: IK tool
« on: October 16, 2016, 07:43:53 pm »
johnar Steve To be honest, I have no problem naming it lock, or hold, or keep, or block, or stop, or anything else, as long as it eases the animation process and works correctly. I dunno how it's called in other programs because I do not use other programs. :D

54
Ongoing Anim8or Development / Re: IK tool
« on: October 16, 2016, 02:05:06 am »
nemyax Well, for me works just fine, and when Steve is gonna fix the "wiggle" for the end-effectors lock, everything will be perfect.
Usually, as I said, I lock the feet of a character, then moving the body. The feet are kept in place. When I make a step, I move the locked foot using its controller.
Without the IK, animating a walk is a bit annoying, because the feet will always kinda slip.

55
Ongoing Anim8or Development / Re: IK tool
« on: October 15, 2016, 10:34:58 pm »
nemyax Because, for example, I lock my character's feet, and just animate the walk. When I move the feet, I keep them locked, and only rotate them if I need to. That's one of the IK tool purposes.

56
Ongoing Anim8or Development / Re: IK tool
« on: October 15, 2016, 09:38:48 pm »
Steve, just a quick remark: When I lock the position and save and close the project. When I reopen the project, the locked effectors are not locked anymore. Can that be fixed?
And also, would be a good idea to also have locked position and rotation for the end effectors ? 
Thanks.

57
Thank you very much, thecolclough.
As I said, even if it sounds weird, I'm all a smile since I've seen that :D
Damn, I love anim8or. :)

58
I've just noticed I'm a Sr. Membe now. Yey! :D :D :D

Even if this sounds crazy, I feel very proud to finally become Sr. Member after all these years.
And to be honest, this is the only forum I'm active on. This amazing anim8or community exists because of Steve, and I believe I speak for everybody here when I say: Thank you, Steve, for this amazing program and for this great community you have built.


59
Ongoing Anim8or Development / Re: IK tool
« on: October 10, 2016, 03:04:44 am »
Nice work, Steve!
Just a little something I've just noticed. When I drag outside the work area, it seems the figure change position... I usually drag outside to reset the last action, but now it jumps :D
Btw. Any idea when you'll be able to fix the end effectors not to wiggle around?
Thanks.
Keep up the good work.



60
Finished Works and Works in Progress / Re: my works
« on: October 09, 2016, 01:11:19 am »
Nice. Did you make this image without adding any effects or edits after render?
I love the "glowy" effect :D

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