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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 - thecolclough

Pages: 1 [2] 3 4 ... 56
16
Anim8or v1.0 Discussion Forum / Re: V1.0b small material bug
« on: October 24, 2017, 04:58:59 pm »
Copy and paste materials can be done via edit menu
huh, there go my powers of observation again :P
thanks for the tip :D

17
Anim8or v1.0 Discussion Forum / Re: V1.0b small material bug
« on: October 23, 2017, 10:08:09 pm »
sorta-related issue: i've often made a local material by mistake when i actually wanted a global (because the materials panel defaults to local view on startup) and then had to scrap it and remake it as a global.  for incidents like that, it'd be great if local materials could have a 'convert to global' button that moves them onto the global list.

being able to copy and paste local materials would be nice as well (unless that's already doable somehow and i've just missed it?)

18
Ongoing Anim8or Development / Re: Experimential Track Ball for Arc Rotate
« on: October 21, 2017, 08:37:56 pm »
am i missing something, or is it no longer possible to rotate multiple axes at once?  i like being able to rotate multiple axes.

i can see how the separate-axis controls could be useful in some contexts, but if we're going to go with the trackball model then please could we have an extra widget added to it that allows multi-axis behaviour in line with the original tool?

19
you're welcome =]

20
Was the path changed or is it a bug? ???
the menu path changed in the development builds leading up to v1.0, so the manual might now be out of date.  settings for each object are now accessed through Object > Properties, and so on for the other modes.  Scene > Properties gives you access to the Environment and Movie Image controls too :)

21
Anim8or Challenges / Re: Challenge suggestions.
« on: October 09, 2017, 05:48:52 pm »
Challenge idea... community animation project?
that sort of project seems to have worked well for Blender, both as a showcase of the program's abilities and as a motive to improve specific areas of the software, so there's certainly a lot of merit in the idea of us trying the same trick.  obviously we'd have to be careful with the scripting and design, so that the things we're trying to do will play to anim8or's strengths and not fall foul of its... shall we say its less-polished aspects.  no furry characters, for example!

personally, i haven't really done any cgi filmmaking in years (mostly been doing stopmotion instead), and i've got to say i've missed it, but a major reason i haven't really been doing it is that my cgi character modelling is dodgy and my rigging outright stinks.  a community project would be great, if someone else was building and rigging characters and i could step in at the animation stage!  :)

22
General Anim8or Forum / Re: Rendering faster without preview
« on: October 07, 2017, 01:05:51 pm »
Thats why its better to render a movie as a series of images ...
i only got into this habit relatively recently, but i can vouch that it's a good one.  also, if you go the separate-frames route, then you can use PNG instead of BMP to save a lot of disk space without any noticeable drop in image quality.

23
yep, this change is desperately needed.  where's that 'vote up' button when you need it?

24
General Anim8or Forum / Re: Mouse Sensitivity?
« on: September 15, 2017, 10:56:27 pm »
I wish I had discovered it sooner.
i don't think it's been there all that long, to be fair :)

25
General Anim8or Forum / Re: Mouse Sensitivity?
« on: September 15, 2017, 08:50:36 pm »
two recent changes that are probably worth mentioning here:
1) snap-to-grid behaviour has changed when using the rotate tool; i think turning snap on and then retrying the rotation should make it snap to the nearest 5-degree orientation iirc - or you can specify a custom precision level in the Options > Grid dialogue
2) you can now manually enter the exact orientation you want through the element editor dialogue (that feature made me very happy when it was added, i must say)

26
Anim8or v1.0 Discussion Forum / Re: graph editor and timetrack
« on: September 13, 2017, 09:04:39 pm »
I'll see if I can talk them into doing it .
bribe 'em with coffee; i'm told that usually does the trick when it comes to motivating a programmer 8)

27
...
Sooo femininity is over-sexual?
it is to some people, unfortunately :(

28
i'd have to agree that this topic in general is very subjective, but i'd probably second Ensoniq's position overall.

tbh a lot of the type of exaggerated features you mentioned around 8:40, e.g. bold-coloured lipsticks, don't make much sense or hold much appeal to me either, despite me being a straight male.

also (veering ever so slightly off-topic, maybe), re: the caption at about 4:50 - i'm pretty sure that's the first time i've seen anyone write 'Dogs are notorious for not looking at all like sharks.'  that amused me :D

29
Finished Works and Works in Progress / Re: Galacticats!
« on: September 07, 2017, 09:57:13 am »
tbh, based on the title sequence, i'd kinda assumed you were already using this technique (or something similar) - the background geometry has been pretty consistent so far :D

30
3A) What do you think about changing PFE to VFE in the dialog to be consistent with the hot-keys.
it should be VEF rather than VFE, but yes.  the term 'vertex' is more precise and therefore preferable, for my money at least.

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