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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 - Steve

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1
The middle mouse button moves Points in the direction of their normal, not the faces normal. Depending on the geometry this can scale faces either larger or smaller. There isn't a command to move a face in the direction of it's normal with no scaling. This would be impossible to do if two adjacent faces are selected since it would create a gap.

However you can use the Extrude Faces tool, and then use the Topo Knife to dissolve the extra edges to achieve the effect of moving a single face by it's normal. Here's a sample move:


2
Reference images aren't supported in the sequence editor. It's a good idea, however, so I'll keep it in mind when I'm working on new features.

3
Finished Works and Works in Progress / Re: Hair
« on: October 29, 2019, 01:35:23 pm »
Yes, nice job Kevin. I missed seeing your post earlier because it somehow didn't show up in my unread posts view.

4
Finished Works and Works in Progress / Re: Plastic Pollution
« on: October 29, 2019, 01:33:09 pm »
"morph targets able to be grouped into folders" - yes a good idea that I somehow forgot about. I'll give it priority.

I'm in Italy at the moment but when I return I'll continue working on another build. I have some bugs to finish up and maybe, just maybe a couple of additions.

5
Finished Works and Works in Progress / Re: Plastic Pollution
« on: October 25, 2019, 01:18:42 pm »
Really funny, johnar, though a tiny bit rude :) I always love your animations.

6
Finished Works and Works in Progress / Re: reflection test
« on: September 07, 2019, 07:04:22 am »
Nice wax job on your car :)

7
Finished Works and Works in Progress / Re: characters
« on: August 30, 2019, 11:49:07 am »
Nice job, olan

8
Finished Works and Works in Progress / Re: Skinning
« on: August 20, 2019, 11:08:34 pm »
Nice tutorial, johnar! Your humor is always a delight!

AlecJames: Good idea. I'll see if I can add an area select capabilitie to the bone influence tool in the future.

9
Ongoing Anim8or Development / Re: New Bone Editing Tool
« on: July 30, 2019, 06:58:27 pm »
I just posted a build with a similar Joint Rotate tool added to the Scene editor here: build 1363. It is slightly different in that the child bones retain their global orientation and the bone length don't change.

Note: There are several things that I'm still working on. Joint limits aren't obeyed, and locked IK targets aren't obeyed.

I've included a simple puppet character with unlimited joint angles for you to experiment with. Give it a try and let me know what you think!



10
General Anim8or Forum / Re: Free view rotate?
« on: July 23, 2019, 04:53:30 pm »
To use the old Arc Rotate control:

1. Make sure that the Options->Debug->UseOriginalArcRotate option is checked.

2. Hold down the Alt key and use the Left mouse button to rotate, Middle to zoom and Right to pan sideways (inside the circle) and dolly in/out (outside the circle)

11
General Anim8or Forum / Re: CRE8OR THREAD >>??? 2019 HELP / DUMP
« on: July 21, 2019, 10:04:09 pm »
Thank for posting this, kreator!

12
General Anim8or Forum / Re: how to MULTIPLE BONES skin model?
« on: July 05, 2019, 11:30:58 pm »
I copied one of them here http://www.anim8or.com/em/johnar/smile.gif - was going to copy them all but got lazy :(


13
To start a new spline, select the Add Edge tool in the Point Editor. Then Shift+Click-Drag in an empty space to add the first edge.

14
Anim8or v1.0 Discussion Forum / Re: stl ascii export issues?
« on: May 30, 2019, 12:42:23 am »
Fixed for the next release.

15
Thanks, I'll look into it.

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