Anim8or Community

Please login or register.

Login with username, password and session length
Advanced search  


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 - Steve

Pages: 1 ... 5 6 [7] 8 9 ... 99
Anim8or Challenges / Re: Challenge #34: Anim8or 1.0 splash screen
« on: May 27, 2017, 09:24:37 pm »
ronaldefarmer: then I'll steal for you and call the original one "Retro Splash", not that it's in the contest but it still needs a name.

I love the look! Fantastic work.

daniel99: This looks like a bug. I probably need to rebuild the controller list or some related structure. I'll look into it.

#100-009 - Adding IK chain to existing IK animated figure doesn't work correctly.

Unfortunately I don't think the basic calls are in ASL to return a bone's coordinate system. I've added it to the wish list for ASL so it won;t be forgotten.

Anim8or Challenges / Re: Challenge #34: Anim8or 1.0 splash screen
« on: May 26, 2017, 10:18:45 pm »
OK I have one more request of the splash screen entrants: Do you have a name for your entry? Most works of are are given title by their creators. I think these all qualify as art!

Anim8or Challenges / Re: Challenge #34: Anim8or 1.0 splash screen
« on: May 26, 2017, 04:08:51 pm »
The poll closes Sunday and I'll post the official v1.0 soon afterwards.

This is one of the things that I wanted to do fro v1.0 but didn't get it finished. There are two components:

1. Animate the parent of an object.
2. Add reference to coordinate systems of individual bones, not just the base figure.

So if you wanted a character to throw a ball, the ball's parent is set to the characters hand, and the ball's motion is controlled by the hand. As his arm swings forward the ball's parent changes to the world and can be animated independently.

I'll be working on this this summer after visiting Italy for June.

Anim8or v1.0 Discussion Forum / Re: Thank You Steve for v1.0
« on: May 25, 2017, 01:38:27 pm »

Good point. I'll add something to the manual about this.

In Object/Edit mode the:

Turquoise (cyan) lines in a mesh are those that have two faces and will be shaded as a crease. The solid angle between the faces is greater than the Smooth Angle of the mesh.
White edges are shaded as smooth, and have a solid angle of less than the Smooth Angle.
Green edges have only one face.
Red edges have no faces.

Hey, there's always a chance of breaking something! You could be hit by a meteorite at any time, without any advance warning. But what are you going to do, hide in a cave your whole life???

I should be able to add this to v1.0

Anim8or v1.0 Discussion Forum / Re: character anim8ing
« on: May 24, 2017, 08:02:43 pm »
I've updated Anim8or to keep a separate coordinate system for each of the Object, Figure, Sequence and Scene editors. This will be in the v1.0 release

Finished Works and Works in Progress / Re: 90s CGI bird
« on: May 24, 2017, 06:03:27 pm »
I think I'd freak out a lot more than those two guys if I saw something like that!

Nice work.

OK if it recurs let me know.

Problems 1-2:

You need to use the Visibility controller. Double click on an object and in the properties dialog click the "..." button next to "Visible" in the Other Animated Properties section. Then click "Add Key" set the value to 1 to show the object and 0 to hide it. It will be shown//hidden from this frame until the next frame that a key is set with a different value. You can also edit the controller in the track window.

See the controllers section in the manual for more information.

The Edit->Hide command is an editing command that allows you to temporarily hide things that are in the way of your work. The Edit->Delete command deletes things from your project.

Problem 4:

The easiest way to do this is to make two keys in the frames before (i.e. 10) and after (i.e. 11) where you want the object to move. Set them to "Corner" in the key properties dialog, and THEN in frame 11 move the object (with animation enabled).

You can also do this with Step keys but you may need to adjust the entering and exiting directions in the Graph Editor to keep your object stable.

Pages: 1 ... 5 6 [7] 8 9 ... 99