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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

Pages: 1 ... 13 14 [15]
Ongoing Anim8or Development / Re: General UI and Workflow Suggestions
« on: October 07, 2014, 10:19:10 am »
Can you weigh in with your view of the dollying issue?

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.

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.

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.

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?

General Anim8or Forum / Re: Better shoulder deformation?
« on: September 12, 2014, 10:17:46 am »
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.

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?

General Anim8or Forum / Re: Blenderize me, but why?
« on: July 07, 2014, 04:22:58 pm »
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.

The topic title is still for build 1086.

Ongoing Anim8or Development / Re: General UI and Workflow Suggestions
« on: April 08, 2014, 12:14:01 pm »
May I suggest a rework of modelling transformations?
Consider the following concept:
  • All three subobject types are transformable, not just associated vertices. This is important for normal-based transforms. Currently, you can't even rotate a face.
  • The following transforms are available for all subobject types: move (X/Y/Z, XY/XZ/YZ, normal, normal planar), rotate (X/Y/Z, normal, view), scale (uniform, X/Y/Z, XY/XZ/YZ, normal, normal radial). Some of these are currently not available.
  • For each contiguous selected "island", use the centroid as the transformation centre. Whenever this behaviour is not desirable, convert your selection to vertices, and the centroid of the entire selection is used. Currently, transforms use only the object centre.
  • Unlike centroids, the normals of all selected elements remain independent, and positions of shared vertices adjust during transforms.
  • Some hotkeys are mapped to axis constraints. For example, F1ĖF5 for X, Y, Z, Normal, Radial/Planar Normal.
  • The transform centre and vector can be customised. (However, this is likely to require widgets, which can rub some users the wrong way.) Not an essential feature, but extremely useful.
I apologise if these notes are incoherent, but the ideas in them are not in the least abstract, and they all have real easy-to-demonstrate implementations. I'm prepared to explain each point in detail if you're interested.

Anim8or v0.98 Discussion Forum / Re: Feature Request Thread
« on: November 28, 2013, 01:32:01 pm »
+1 for IK.
Tier 2, figure editor:
  • Freely move joints (where bones are connected)
  • Make it possible to edit the bone roll without affecting child bones

General Anim8or Forum / Re: Anim8or v0.98 is ready!
« on: November 28, 2013, 12:27:30 pm »
There's already the ctrl+R shortcut. Why inventing something new
Because Ctrl+R is a toggle. A toggle is not the best choice for a navigation tool.

General Anim8or Forum / Re: Anim8or v0.98 is ready!
« on: November 25, 2013, 03:40:32 pm »
How would you feel about making Shift temporarily turn on selection mode while you hold it down during transform operations? You've already implemented similar behaviour for Ctrl (the paint-selection mode in 0.98), and the other modifier keys are still free.
Likewise, holding down Alt could work well for arc rotate.

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