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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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Ongoing Anim8or Development / Re: IK tool
« on: October 07, 2016, 12:39:13 pm »
nemyax: I'm not sure what it would mean to have half IK and half FK. Do you move the effector half-way to the goal?
I mean IK animation and FK animation are independent from each other. Which one kicks in depends on which is currently enabled, and the on/off state of IK can be animated.

Ongoing Anim8or Development / Re: IK tool
« on: October 06, 2016, 11:23:36 am »
a fluent method of character animation would require being easilly able to flick back and forth  between IK and FK.
This is commonly done by making IK strength a separate animation track where you can set keys in the range 0.0 (full FK) to 1.0 (full IK). In this case, rotation keys are ignored at full IK, and they get more influence as IK strength decreases.
Of course, this requires that IK be based on a real-time solver instead of a system for auto-setting rotation keys as in the current Anim8or.

the Edit Bone tool works as intended in ortho views, but not in perspective views (has no effect on length in perspective).
Correction: it does work properly in perspective, but only if you have created the bones in perspective and switched to Edit Bone without changing the view. If you change the view to orthogonal and back again, you get the same symptoms.

This has nothing to do with IK. It's about editing skeleton proportions. The chains in the example don't have any IK setup at all.

Oops! Fixed.

Build 1250 marks a version bump: Anim8or is now 0.98b =)
Steve, a small feature request, if I may:

Ongoing Anim8or Development / Re: IK tool
« on: September 20, 2016, 07:32:51 am »
I'm not exactly sure what will work best yet.
Pole vector?

Ongoing Anim8or Development / Re: IK tool
« on: September 19, 2016, 03:33:36 pm »
When you move an IK chain, keys are created, but not selected.
If I'm getting Steve's idea right, these keys are a temporary solution anyway (or at least only a secondary solution). When animating with IK, you generally set keys on the target, not on the chain members. In the final version, to change the motion, you only have to reposition the target, and the chain will still follow it wherever it goes, without being keyed.

General Anim8or Forum / Re: The forum keeps eating my post?
« on: September 14, 2016, 12:04:31 pm »
It's supposed to work, and people post videos regularly. Example:,5087.msg40197.html#msg40197
Might be a temporary issue.

General Anim8or Forum / Re: Layers?
« on: September 13, 2016, 11:54:42 am »
So you can name the layers?
No. And you can't put an object on multiple layers either.

Actually that reminds me, I want to download the help file!

General Anim8or Forum / Re: Hello! New user with a 'hello' and a question!
« on: September 13, 2016, 06:39:29 am »
I just finally said "okay, enough" to a stint with another one, from a fairly well-known company, whose developers seem to place more importance on "doing everything differently", than on creating an intuitive and approachable app. Not going to name which, 'cause I don't want this to be a "this vs. that" type of post.
Hash Inc.?

General Anim8or Forum / Re: Disable "Roll" from Arc Rotate?
« on: September 13, 2016, 06:34:48 am »
Nope, roll can't be disabled; you have to keep the cursor inside the circle. I also wish you could turn it off. I screw up the view all the time because of that.
Tip: When you realise you're rolling, you can still cancel it by dragging the cursor outside the Anim8or window and releasing the button. This works for all modal mouse operations.

Anim8or v0.98 Discussion Forum / Re: Wrong texture mapping after point edits
« on: September 07, 2016, 12:50:00 pm »
Use the topo knife instead. It will add details and handle the UVs correctly.

Ongoing Anim8or Development / Re: IK tool
« on: September 05, 2016, 11:38:46 pm »
I'll be adding different solvers once the overall interface is more or less final.
Wouldn't a single generic solver for non-spline IK be better? One that would support a pole vector, stiffness settings, rotation limits, axis locks, etc.?

Ongoing Anim8or Development / Re: IK tool
« on: September 05, 2016, 07:52:18 pm »
Without limits you can get some strange
I find that currently you can't even use IK unless you set up some limits.

different IK solvers
Do you mean regular IK and spline IK?

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