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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 - nemyax

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196
Ongoing Anim8or Development / Re: Big Changes to Point Edit Tools
« on: November 28, 2014, 04:05:08 pm »
I'm still experimenting with ways to support Z axis movement.
Have you considered introducing 4 toggle-while-held hotkeys (ideally, in a row on the keyboard) for All, X, Y, Z? This method doesn't have to interfere with the click-to-toggle action of the XYZ graphical buttons and can be independent.
F5ĖF8 perhaps?

197
Ongoing Anim8or Development / Re: Big Changes to Point Edit Tools
« on: November 28, 2014, 02:47:04 pm »
Moving in Z doesn't work.

199
Anim8or v0.98 Discussion Forum / Re: Feature Request Thread
« on: October 21, 2014, 02:38:45 pm »
Make View | Frame Selected work for subobject selections.

200
Ongoing Anim8or Development / Re: General UI and Workflow Suggestions
« on: October 08, 2014, 10:37:29 am »
johnar
This is about object mode, not scene mode (as cooldude234 mentioned earlier).

201
Ongoing Anim8or Development / Re: General UI and Workflow Suggestions
« on: October 07, 2014, 10:45:59 am »
I suppose you could have like in scene mode where the camera can follow a tagged object, so instead of having to move, turn, move, turn you could snap to object and then just move.
hmm... that actually sounds good.
Some programs have the option of automatically using the current selection as the focal point, and some (Animation:Master) even enforce this. That's one way to approach it.

202
Ongoing Anim8or Development / Re: General UI and Workflow Suggestions
« on: October 07, 2014, 10:19:10 am »
Steve
Can you weigh in with your view of the dollying issue?

203
Finished Works and Works in Progress / Re: Paddle Steamer engine
« on: September 15, 2014, 11:50:28 am »
IK would make this setup a piece of cake.

204
Ongoing Anim8or Development / Re: General UI and Workflow Suggestions
« on: September 14, 2014, 07:38:42 pm »
in other 3D modelers I tend to have to rotate the camera 90 degrees to pan it towards the object to rotate -90 degrees
No 3D modeller I've used makes you rotate to pan. You just pan, and that's it. 'Tis a strange story you are telling.

E.g. I have a model of a city, I wan't to work on a particular building; so I would wan't to move the camera to rotate around that building, not the center of the city.
That's precisely what I'm asking for. Once you've focused on the building, the focus should stay on the building, no matter how much you dolly in and out.

205
Ongoing Anim8or Development / Re: General UI and Workflow Suggestions
« on: September 14, 2014, 04:32:05 am »
I hate having to rotate the camera to move it forward to then rotate it back, it seems counter-intuitive.
Sure does. I wasn't suggesting that.
You are referring to camera panning (moving up, down, left and rightóRMB inside the circle); in this case, the point of interest should certainly follow the camera, as you rightly state.
And I was talking about dollying (moving the camera forward and backwardóRMB outside the circle); here, the point of interest shouldn't change.

206
Ongoing Anim8or Development / Re: General UI and Workflow Suggestions
« on: September 13, 2014, 08:42:21 pm »
I hate it when 3D modelers do that!
Why? What's the disadvantage that you find in this?

207
General Anim8or Forum / Re: Better shoulder deformation?
« on: September 12, 2014, 10:17:46 am »
JunkerKun
You can use a setup where the upper arm has two bones at the shoulder, and one bone is the child of the other. You animate the parent bone, and configure the child to automatically compensate for the parent's rotation. The child bone affects the vertices nearer the shoulder, and the parent bone the vertices nearer the elbow.
That said, I'm not sure Anim8or would let you rig it like that.
And note what Water Music says about the collar bone. The pose in your screenshot is impossible. You can't lift your arms like that and not have your shoulders come up above the height of your chin.

208
Ongoing Anim8or Development / Re: General UI and Workflow Suggestions
« on: September 12, 2014, 09:52:31 am »
Dollying the viewport camera (RMB-drag outside the navigation circle) shifts the camera's centre of interest. The program forces you to zoom in on things by changing the FOV, but that isn't always desirable. For example, you might want to view your model through a 35mm lens at all times.
Can this behaviour be changed so that the camera's centre of interest stays put when you dolly, just as with zooming?
Also, can you make the Frame Selected command work for component selections?

209
General Anim8or Forum / Re: Blenderize me, but why?
« on: July 07, 2014, 04:22:58 pm »
jwalt
Start by getting used to the Blender counterparts of the Anim8or tools you use. Then gradually add other Blender tools that come in handy. You'll find yourself outgrowing Anim8or in no time.

210
Steve
The topic title is still for build 1086.

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