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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 - Smirkyguy

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1
Ongoing Anim8or Development / Re: Normal Maps
« on: February 12, 2016, 02:30:07 am »
All normal map functionality will be in final renders, including the crease change (if it works as I think it will :) )
the question was if it was going to be in the work-space rendering (opengl), but I think what you said means that the pictures  you are showing are rendering through opengl then?
Yeah that's what I meant

2
Ongoing Anim8or Development / Re: Normal Maps
« on: February 11, 2016, 03:53:04 am »
Is the workspace going to render normals or will this just be a final renders thing

3
Anim8or v0.98 Discussion Forum / Re: Feature Request Thread
« on: January 13, 2016, 09:01:21 pm »
(This pretty much falls under the "Free Node System" suggestion: Upgrade the rigid bone system into flexible nodes and constraints like in other animation systems, where they are easily movable, scale-able, etc.)

Yes but bone length would be easier to implement, and would be more compatible with older files

4
Anim8or v0.98 Discussion Forum / Re: Feature Request Thread
« on: January 13, 2016, 03:15:57 pm »
+1 to animating bone length

5
As long as the "frame view" ability is left intact, i'm fine with this

6
Anim8or v0.98 Discussion Forum / Re: Bug: Debug window
« on: March 27, 2015, 06:31:58 pm »
Minimize it, don't close it

7
Ive noticed in the latest versions that anim8or is no longer reading .mtl files. can anyone else confirm?
Edit: opening the .obj file via Import still reads the .mtl file, but directly opening a .obj file no longer auto loads the .mtl file like it used to.

8
General Anim8or Forum / Re: SMD skeleton to an8 skeleton
« on: December 30, 2014, 04:59:53 am »
This actually works surprisingly well! I thank you NickE

9
General Anim8or Forum / Re: SMD skeleton to an8 skeleton
« on: December 29, 2014, 08:48:02 pm »
here are 3 samples, I hope they are good enough to work with
https://www.dropbox.com/s/xg0tc1bqui62zvn/TailsEV.SMD?dl=0
https://www.dropbox.com/s/9ufsbamdi8i2jzu/Tails.SMD?dl=0
https://www.dropbox.com/s/6cp6hj4xxo4t3ry/Eevee.SMD?dl=0

I don't know what program made these files, but I believe them to be from the same program.

10
General Anim8or Forum / Re: SMD skeleton to an8 skeleton
« on: December 29, 2014, 12:24:45 am »
Can you get this to work with all SMD formats? the files I tried it on came up with "type mismatch" errors.

11
General Anim8or Forum / Re: 3d Printing with Anim8or
« on: December 16, 2014, 11:45:59 pm »
I like designing my robot prototypes in Anim8or because I can then animate the robot to see if the parts will actually go together and move correctly before I print them.
It's official: Anim8or is the perfect tool for printing our robot overlords XD

12
i just got back after being sick, and I see that the version with fullscreen came out! i'm testing it now
Edit: it works now! thanks Steve!!! :)

13
General Anim8or Forum / Re: Material Question
« on: November 30, 2014, 11:59:21 pm »
Actually, a correction, its only one light, but it passes through the object, since there are no shadows in the workspace renderer. the yellowish light is actually the faces being illuminated from the backside. The reason for the black stripe is that the light doesn't illuminate surfaces that it hits at or near a right angle. Well, you learn something new every day... I always believed it was one light...

14
Yay! thank you Steve! now all we need are normals maps and it'll be perfect! ;D :D

15
General Anim8or Forum / Re: Every time...
« on: November 29, 2014, 11:10:32 pm »
run over that spot again with the weight brush, multiple bones can have the same color assigned to them, making it look like the area is connected to the right bone, when its actually connected to a different bone nowhere near it.

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