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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 - Raxx

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31
Cool seeing the snowman in its final cut. Nice job.

32
General Anim8or Forum / Re: Help with LWO File
« on: April 29, 2016, 11:08:09 am »
Good that you fixed it. I recommend only using the obj format when importing meshes. 3ds is outdated and is limited in the number of vertices it can have, and also can import in an odd structure with grouped meshes and duplicate vertices. LWO (at least, the version Anim8or supports) is extremely outdated and isn't really a universally accepted format anyway. OBJ is still relevant today and retains the original mesh structure and will likely reduce the number of issues you have when using premade assets in Anim8or.

33
General Anim8or Forum / Re: Closing Splines
« on: April 29, 2016, 11:00:59 am »
It's hard to tell what you're doing. So here's some information about splines and lathing.

It seems like you might be misunderstanding lathes and splines. The resulting mesh no longer has anything to do with the spline. So making changes to the spline has no effect on the lathed mesh that you previously made. You have to delete the mesh and re-lathe the spline if you make changes to the spline.

You don't have to close a spline to lathe it closed. In fact, if you do then it'll create extra geometry on the lathing axis that you don't want. Keep it open and make sure the closed option in the lathe dialog box is checked. This way it'll automatically close it at the poles.

If you want to cut a spline into two separate halves while maintaining its original shape, you can select the spline and go to Build->Convert to mesh. Then in point edit mode, select the edges of the first half and go to Build->Convert to Spline. Then select the second half's edges and go to Build->Convert to Spline. This creates two splines out of the original. You can delete the original spline and then individually lathe the two pieces.

When filling holes, you have to select the edges, not the points. You mentioned only points in your post so I'm mentioning this just in case.

When filling holes, the number of edges of the holes must not exceed 12 or else it won't fill holes. If it exceeds twelve then split the hole in half using the add edge tool until all holes have 12 or less edges. Then fill the holes. Select the resultant faces and merge faces (M) or Edit->Merge Faces.

35
Anim8or v0.98 Discussion Forum / Re: Deleting Scene bug
« on: April 17, 2016, 06:58:21 am »
I have no such issues with Win10 64-bit

36
General Anim8or Forum / Re: How do I resize a texture to fit in
« on: April 15, 2016, 02:08:00 pm »

These instructions apply to any model.

I'll give you a free hint though...your problem this time isn't really related to the UV tool. Learn to use the cut tool and cut a rectangle around the label you want to keep, then apply a non-textured material to the rest of the faces you wish to keep blank.

37
ASL Scripts / Re: Spiral shapes: cave, cone
« on: April 08, 2016, 07:57:05 pm »
I used to use the UV data of the last X amount of points in order to pass the parameters of other shapes. This is no longer needed now that there are set attribute functions.

38
Finished Works and Works in Progress / Re: Doodling
« on: April 08, 2016, 11:26:08 am »
Random ugly bird modeled off an old creature design. Was going to make a tutorial out of it but then I got really lazy at the wings and went meh.


39
General Anim8or Forum / Re: free cool.. filter texture prog
« on: April 06, 2016, 07:12:39 pm »
Cool. I think I used a version of this program a long time ago, was cool generating seamless textures. Thanks for the heads up!

40
Raxx is that a modifier your using during the first 12 seconds of your modeling on the fox? 
That's a subdivision mesh. Select a regular mesh and go to Build->Convert to Subdivided

41
Cool. Do I get fries with the combo? And can I swap the drink with a milkshake? ;)

42
I finally got to try the topo tool in-depth along with mirrored modeling, it's really solid! A few hours straight with no crashes or weird mirroring issues, I almost entirely used just the topo tool for the below (unfinished) model.


A major bug to report: Can no longer select faces on subdivision meshes. There was also a time when the mirrored mesh went asymmetrical I think when rotating some points, but I haven't been able to replicate it.

43
Anim8or v0.98 Discussion Forum / Re: Feature Request Thread
« on: March 24, 2016, 03:10:06 am »
Hit 'o' for object space/coordinates.

Interestingly, object space doesn't match up directly with the bone axes. However I prefer the trackball object space version since it's not as confusing, which reinforces my opinion that the LMB/MMB/RMB X/Y/Z deal isn't necessary anymore.

44
Anim8or v0.98 Discussion Forum / Re: Feature Request Thread
« on: March 24, 2016, 12:13:31 am »
'Screen-space rotate bones' can already be done with trackball, applying that also to the mouse buttons would badly reduce the mobility of the bones.-1

I'm not entirely sure what you mean. The only way that local manipulation (the way it currently is) trumps the far more intuitive screen space manipulation is when doing purely mechanical animations that need precision along a single axis, or when doing minor adjustments like rotating around the bone's Y axis. Even then, it's easier to use the widget than to use the mouse buttons, so basically there's no point in having the LMB/MMB/RMB X/Y/Z mechanic.

Note: I updated my previous post to further detail what I meant.

45
Anim8or v0.98 Discussion Forum / Re: Feature Request Thread
« on: March 23, 2016, 04:26:16 pm »
A few more requests to stack on. Some of these have probably already been requested before:

Slide Edges and Multiple Elements
Let the slide tool slide edges. Basically clicking and dragging on an edge slides the edge in the direction of movement along its adjacent edges. Clicking and dragging on multiple connected edges slides the entire set. Clicking and dragging on multiple points does a best guess sliding action.

Edge Loop Manipulation
Let holding shift automatically highlight edge loops (the same way they're detected using q). This feature can be put in nearly all the point edit tools except the topo tool unless the topo tool shift/dissolve operation is moved to a different button.

Face Loop Manipulation
If highlighting faces, basically do the same as above except with faces. How to do this: If shift is pressed, it'll highlight the faces between the quad ring (same detection as Q) of the closest edge of that face. The below video shows what I mean:


Pretend that the yellow selected faces are the areas that get highlighted when shift is held down.

Axis-Restricted Bone Creation
Currently disabling axes have no effect on bone creation. If I wanted to create a bone sticking straight up, the only choice I have is to enable grid snap.

Object Space
Allow object space manipulations to apply to bones. This way (as an example of use), if the Y axis is solely enabled and it's set to local, then creating a bone will create it along the Y axis of and Y-rotated to the parent bone, rather than the global Y axis. I know this can be done with fast select disabled, but it's a bit of an odd thing having to disable it to get that behavior. In fact, it seems if fast select is disabled while trying to create bones, it doesn't always work.

Screen-space rotate bones
In sequence/scene editors, I feel that when you have Edit Bones active and left-click drag on a bone (in fast select or when dragging outside the circle), it should rotate it along the screen space instead of the X axis. In other words, ditch the LMB/MMB/RMB X/Y/Z relationship with manipulation since it's inherently less intuitive than rotating in screen space. I say this because there are now rotation widgets so that when in Object Space you can rotate according to the old relationship anyway.

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