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Messages - nemyax

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32
davdud101
You should be using the topoknife instead. (But I'm not saying the bug doesn't need to be fixed.)

33
General Anim8or Forum / Re: Pixie3D
« on: April 19, 2017, 12:16:16 pm »
It's still a very rough and basic program, but it does some things nicely.

The interface and features in my software follows the industry standard
But you're only really making it look like 3ds max, aren't you. Saying that the industry has a standard for these things is a bit of a stretch.

34
ASL Scripts / Re: Undo support for scripts
« on: March 20, 2017, 01:55:53 pm »
Incidentally, which would be more work: a C API that supports Anim8or's native undo, or an undo-enabled script VM? =)

35
of course without the <>
Hey, I'm not that thick =)
This is a known issue with nVidia hardware. You're using AMD, so that explains it.

36
use the command lines
vblank_mode=0 wine <path to your exe>
Tried that too, same thing =(

37
I've also figured out a way to solve the display refresh issue with starting the application with vblank_mode='0'
Doesn't work for me (the Sync to VBlank check box is cleared in nvidia-settings). How did you get it to work?

38
davdud101
I made this head modelling timelapse as a feature evaluation demo for the topo knife. It might help a little.

39
Ongoing Anim8or Development / Re: IK tool
« on: December 15, 2016, 12:24:51 pm »
Steve
Why do you hide the axis gizmo when the Lock Position option is on? It should remain available for precise positioning of the end effector.

40
Finished Works and Works in Progress / Re: Diversions
« on: December 07, 2016, 06:47:00 am »
Oops. This checkered world is too tiny for a boisterous youth like him.

41
General Anim8or Forum / Re: "An8-Chan" side project
« on: November 23, 2016, 08:20:42 am »
an episodic story that revolves around An8-chan the robin, who is a stand-in for the viewer, as she learns the ins and outs of the program.
Careful with those ins and outs:

42
Ongoing Anim8or Development / Re: IK tool
« on: October 29, 2016, 05:38:16 am »
Yes, animated end effectors shouldn't snap to bone ends automatically. A manual snap command would be good enough for when you really need this.

44
Are there any that you thing are particularly useful?
Well the usual ones for a start:
  • Look at (aim at)
  • Parent (child of)
  • Orient like (copy rotation)
  • Limits (as you mentioned)
Later, all kinds of luxury could be added, like Stick to Surface =)

the MMB might work but it wouldn't allow all rotational directions
Why do you think it wouldn't allow them? Do you mean the limits on bones might prevent them?

45
Steve
Right now RMB-dragging an effector moves it towards or away from the user, and MMB-dragging doesn't do anything at all. The RMB behaviour is consistent with the rest of Anim8or (even though it's hardly useful in this case), but how about making the MMB-drag control the IK chain twist? Imagine the MMB-drag modifying the rotation keys on bones so that the entire chain swings about the axis that goes from the chain start to the chain end.
I also think that the Lock Position check box would be more aptly named Animatable position.

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