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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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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?

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

Ongoing Anim8or Development / Re: IK tool
« on: December 15, 2016, 12:24:51 pm »
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.

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.

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:

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.

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?

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.

Excellent progress!

What would be the best approach for the feet (end-effectors) to keep their orientation?
One way to do it is to give bones an option not to inherit rotation from their parents. Another way is to use constraints, but Steve hasn't implemented them yet.

ASL Scripts / Re: SCRIPT REQUEST! - 2D cell shading (AUTO GENERATOR)
« on: October 18, 2016, 07:29:31 am »
I think contour shading should be done differently.

Ongoing Anim8or Development / Re: IK tool
« on: October 16, 2016, 09:10:27 pm »
arbitrary bone hierarchies - something that I certainly see the value in but I want to hold off on adding until I get all the things I'm working on now more or less finished.

I'd like to start concentrating on getting another "official" release out, with updated documentation and web site - then on to better bone structures, etc.:)
Fair enough! It's good to know you've got arbitrary hierarchies in the back of your mind.

Ongoing Anim8or Development / Re: IK tool
« on: October 16, 2016, 07:23:06 pm »
When the "locked" effectors are animated (I'm working on this now :) ) they will move in a manner similar to any other key-animated point, along with the position of the figure.
This is excellent news. Thanks for clearing it up.

A better term might be "active" or "enabled" or "???". Any ideas?
"Enabled" sounds fine.

If I may be so bold as to request something big =) You're now working on animated transforms for effectors, so they are going to have the power to float about. Chained bones don't have this power in Anim8or. So how about making it possible to start bone chains from effectors, like you can do now from the root bone? This would enable the user to move skeleton parts about freely (not as far as IK lets them, but anywhere at all), while retaining the chained nature of bones.

Ongoing Anim8or Development / Re: IK tool
« on: October 16, 2016, 05:46:27 pm »
Anim8or has keys, just as any other animation program, and a 'lock' key is really just a 'hold' key anyway, which will 'lock, or hold' that position until a different key is set, in which case it has become 'unheld, or unlocked'.
Not quite. A position hold is only a special case of animated position. That's why I'm emphasising that the generic ability to animate the effector position is needed.

Ongoing Anim8or Development / Re: IK tool
« on: October 16, 2016, 07:20:02 am »
I lock the feet of a character, then moving the body. The feet are kept in place. When I make a step, I move the locked foot using its controller.
Without the IK, animating a walk is a bit annoying, because the feet will always kinda slip.
Consider these animation keys from a different animation program that doesn't have the concept of "locks" and doesn't need it. They are position keys for the IK target of the right foot in a walk cycle (left/right, backward/forward and up/down).

There's no micromanagement to it, it's pure holds and slopes, which an animator understands immediately. All you need to do to animate a "lock" is go to the frame directly before the "unlock" should happen and set a position key, creating a hold.
You don't have to keep track of something called a "lock", and you animate the motion of the end effector like you would animate anything: hold, jump forward in an arc, hold, jump forward. As for the foot staying planted, it should do that anyway as long as IK is enabled.
I believe that if the IK end effector has animatable transforms (position, rotation and scale) and an animatable IK on/off switch, it has  everything. (Well, almost everything; some kind of IK chain twist control would also help so you can swing the IK chain left and right.)

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