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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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Topics - JSmith_DumDumDumDumDum

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General Anim8or Forum / Saving a view at an angle?
« on: January 08, 2017, 03:43:07 am »
In the "view" menu, there's option of "Front" view", "Back View", "Right" view, "Perspective" view, etc.
Does Anim8or have a feature where we can save a custom angle of view to be reused later?
Thanks.

2
General Anim8or Forum / Grid modification?
« on: June 27, 2016, 01:40:42 am »
Hello,

For each zoom: the grid that is current configured in my Anim8or is 40 squares x-wards and 40 squards y-wards; in each of the 4 quadrants is a 20x20 set of squares. Is there anyway I can increase this number, or will it always be 40 squares maximum for both directions on all zooms?

Thanks,
AC

3
General Anim8or Forum / Problem extruding on a path
« on: May 11, 2016, 02:01:26 am »
Hello,

I'm trying to create a mesh by extruding Path_BooleanSubtractor along the path Path_tobeLathed. The final results is a flat curved plane (Result_thatIdon't_want), not a trapezoidal S-hook. It's the trap. S-hook that I want.

Unless I misunderstood, the instructions in the Anim8or manual stated that the starting point of the mesh needs to be at the orgin (0, 0, 0?). I think I did just that.

How do I fix this? Thanks.


4
ASL Scripts / Pose in sequence mode to object in object mode
« on: December 22, 2015, 03:12:14 am »
Hello,
I have a body mesh that I have added bones to, in order to alter into a specific pose. I am trying to create a stone statue from this pose but can only access it in sequence mode. In object mode, the original default object (body facing forward, arms out) is the only thing there.
Is there a way for me to save the pose and make it into a new object to use in object mode?
Thanks and cheers!
JSmith


http://i1368.photobucket.com/albums/ag182/LonderDonder3105/ANIM8OR%20HELP_zpsaocwmp7f.png
http://i1368.photobucket.com/albums/ag182/LonderDonder3105/ANIM8OR%20HELP%202_zpsctbbrh7j.png

5
General Anim8or Forum / question about bones
« on: November 10, 2014, 03:21:52 am »
(I had to delete my previous thread and re-write it here, because I don't think I was exactly clear with what I was trying to achieve.)

I had just newly bought a human low-poly 3d model (from turbosquid.com) that was in the right shape but simply in the wrong pose: the figure had his hands spread out, when I'd like to bring it down to his sides. I realize that I would have to "morph" the object by altering his vertices, but that would take forever to do for this object.

Having said that, I read the section on bones in the anim8or pdf mannual and learned the bare basics of body components joined together and moved around through bones.

Would it be possible to use bones to "morph" my human model, even when he is already one un-separated object?

6
General Anim8or Forum / anim8or compatability with TheSims4?
« on: October 19, 2014, 12:07:56 am »
Hello, folks,

I'm a The Sims player and am aspired to create custom 3d objects and mesh for The Sims 4, the latest version in the series. From my basic knowledge, the game and its platform were created by Python, and the files containing the games objects and meshes have an extension of ".package", which I know little to nothing about beyond the fact that it's a game-storage data for sound, 3d models, textures and some sort of "character" code expression (AI, I'm guessing?); perhaps anyone more knowledgeable (of TS4 things) could shed some light on how to use the content within it. Also, from my basic knowledgl the game's platform supports projects created in Milkshape and Blender for the game.

Does it support projects created in Anim8or as well? I know that anim8or has a feature that allows scene and animation sequence editing, which particularly lead me to wonder if it does; that, second to the fact that Anim8or can read some .obj objects. (Although, it can't save projects into .obj that can be read by programs like Blender). I don't know if .obj and .package data can be shared with each other and, if it can, how much of it can be. On the other hand, since Blender (and milkshape?) can read .obj, I'm guessing there's some sort of similarity.

That's where I need the help of people who know a little more about The Sims 4. haha

I'm aware I may not be asking a very easy question. Anyone who provides any answer to it, million grazi's to you.  :) :)

edit - a list of programs that can create mods for TS4 are listed here - http://simswiki.info/wiki.php?title=Category:Modding_Tools_for_Sims_4 (I didn't see anim8or on there, but anim8or is an independent lesser-known program, and I'm sure it has little or no say in whether or not it's compatible.)
^^If it helps in anyway

7
I was wondering if this is possible and, if so, where I could do this. I don't think I read it in the manual anywhere, though I could have skipped over something.  I've found that I've had to create the same material over and over again for similar yet different projects where I want the same material theme and design, and it gets to be repetitive and a bit of a time-hog when I know I could just get it done and over with so that I can start on other projects.

Thanks.

8
General Anim8or Forum / creating/applying negative space?
« on: March 18, 2014, 08:10:08 am »
hello, anim8or community,

I was wondering if it's possible to create a shape/mesh and then apply it to a bigger shape/meshe, whereby creating in that bigger mesh an empty space in the shape of the smaller mesh. (Take cheese/cake slice and its "hole mazes" as an example: I can simply create a simple subdivided cube or 3D triangle , but I would need to make little holes in it. This would happen through the negative space of various circles being put it in.)

Thanks.

As a small sidenote, would anyone know how to create 1/3 of a cylinder that's hollow? Instead of a full circumference, I just need a 3rd of one. I'm aware that involving the  extrusion tool is part of one way to do it, but that's about it. haha

9
General Anim8or Forum / issue with exporting to 3ds
« on: February 21, 2014, 08:50:32 am »
Hey all,
When I export my .an8 project into a .3ds file (object > export), all the textures were missing when I opened my newly created .3ds in anim8or. ("Just so you know...anim8or can't open texture file:____.jpg"). Instead, all of my project was turned up pitch black. How do I resolve this?
Thanks.

JSmith

10
General Anim8or Forum / texture problem with cube
« on: February 10, 2014, 07:24:53 pm »
Hello! How is everyone doing? I am your newest addition to the community.

I started using Anim8or a few days ago. Have a few project for TheSims 1 to create. haha

I've learned how to apply textures to objects through the material button, but a problem arises when I try to apply it to a cube (And perhaps some other hedrons?): The texture shows up nicely on the x and -x faces but is stretched to stripes on the other faces. I would like the texture to show up on all faces, but don't know how.

The anim8or guide mentioned the "face edit" tool, but I'm not sure how to use it, since, when I'm in the mode, it won't even let me select any object; nor am I sure if it's necessarily the tool to use to fix this problem.

Thanks greatly for your help!

JSmith

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