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Messages - Raxx

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31
ASL Scripts / Re: SCRIPT REQUEST! - 2D cell shading (AUTO GENERATOR)
« on: October 18, 2016, 08:01:53 pm »
It's possible to do this. Even moderately easy for its most basic implementation. If no one takes a stab at it I might be able to work on it this weekend.

Of course, if Steve enables custom shaders for materials then this old method of outlining won't be necessary, and the results and ease of animation would be much, much better.

By the way, the term "cel-shading" refers to the flattening of the shading into a single tone, and does not refer to the black border/outline effect.

32
General Anim8or Forum / Re: Layers?
« on: September 13, 2016, 03:16:51 am »
Double click the shape and manually enter the layer number there. You can easily show/hide layers by hitting the numbers in the top toolbar, and you can lock layers by right-clicking them. Layers are a new feature that haven't been documented yet.

33
General Anim8or Forum / Re: Question about Figure Editor
« on: September 12, 2016, 02:41:21 am »
Nope, feel free to create the model first and then create the bones afterwards. That's the standard way when skinning models like humans and animals. For machines it might require a hybrid of both methods.

So create a bone off the root bone and assign the object to it. This new bone would be the real "root" bone like what you would make in other programs. Make sure the object and "root" bone is positioned how you want it to be, then add the rest of the bones.

34
General Anim8or Forum / Re: Morph the textures
« on: September 11, 2016, 01:29:25 pm »
A while ago I made a script and tutorial about animating textures via ASL in the scene editor: http://www.anim8or.com/smf/index.php/topic,5333.0.html

By your phrasing, morphing textures would be the action of keyframing the skewing, scaling, or moving UV coordinates with it interpolating between each keyframe. As daniel99 explained, you'd have to do this movement as a sequence of textures via an image editor and then either use my script or Terranim8or to apply that animated sequence in Anim8or.

35
1) You can enter the folder directory in the file name field, press enter, and it'll go directly to that folder without closing out the file dialog.

36
Cool seeing the snowman in its final cut. Nice job.

37
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.

38
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.

40
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

41
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.

42
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.

43
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.


44
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!

45
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

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