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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 - Alpha2

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General Anim8or Forum / Re: did steve die?
« on: November 24, 2009, 11:02:03 pm »
understandably designing this program is a hobby for him but at the same time a lot of people would look at how far the thing has come and feel like with a few tweaks it could fully rival some programs that cost hundreds of dollars. Over a year of silence on the development side of things is just kinda depressing when you see so much potential in something.

If he's simply moved on to other things, I wish him luck and health, but it'd be nice of him to say it so some of us can stop hoping for those little tweaks to eventually come.

General Anim8or Forum / Re: Help Please?
« on: July 12, 2009, 11:31:06 pm »
Sounds to me like you're importing a model that's a complete mesh rather than built of several objects right? You have to start with the rooth bone and add the figure to that, then add in the rest of the bones, or if the bones are all there already then start adding the influences those bones will hold over the mesh itself.

Anim8or v0.98 Discussion Forum / Re: Next full version?
« on: January 26, 2009, 04:52:35 am »
I would actually wonder more what is the requirement for something to not be a preview version. I mean I can understand if you dont want to drop hints about new features but the fact that there hasnt been a full version release for like 6 or so versions kinda makes one wonder which version is best to use. I'm STILL using .95 because .96 and .97 are supposedly lacking something that makes them more stable.

General Anim8or Forum / Re: Stretching the duration of an animation
« on: April 20, 2008, 12:31:02 am »
anyone know how to get intouch with Mongoose? It's a small program sure and probably isnt doing much to mysystem but it's really kinda annoying to know I can't move or remove this thing as it stands right now and I'd really like to ask his help if no one else knows how to fix this.

General Anim8or Forum / Re: Problem Rendering AVI - Anim8or crashes
« on: April 19, 2008, 12:58:56 am »
Another fine M$ product.

General Anim8or Forum / Re: Stretching the duration of an animation
« on: April 17, 2008, 09:32:08 pm »
I downloaded the fram rate changer and I dunno I guess I didn't use it right, but I decided I was going to delete it. now for some reason my computer refuses to delete it because it says it's in use by another application. I mean even in safe mode it wont let me get rid of it, anyone have an idea what the deal is with this or how to remove it?

I'm using Winxp SP1

General Anim8or Forum / Re: Error making AVI frame
« on: April 17, 2008, 12:23:50 pm »
After finally building a full humanoid character I tried animatiing it and tried the DivX codec again, but this time I went with 720x480 a pretty standard resolution. I remembered that it stopped working on me last time so I thought "why not see if I can effects something in the settings". Low and behold there was an option to output as a 720p HD video  so I chose it, pushed up the quality slider up a notch and the codec worked fine!

Not sure which of these things changed it, either the different resolution I started with or the HD mode or the quality adjustment but I'm glad to be able to use this codec again as it's definitely the best quality.

General Anim8or Forum / Re: Interview with Tyson Ibele
« on: April 15, 2008, 12:42:56 pm »
It'd be cool if anim8or had an audio merge function so we really could animate characters to a sound track. The way it is not you;d have to guess the time range for each word and hope you match up or try to edit it al together in post. Either way it wouldnt match what this guy does, he's inhuman!

General Anim8or Forum / Re: Bink Video? Video compression ....
« on: April 15, 2008, 12:36:08 pm »
About Xvid
Virtual Dub or Virtual Dub Mod should be able to use it.

They where children of the arm bones you see in the screen cap above, which themselves were children of the shoulders and the chest and so on. Same with the neck that I attached the head to.

But again this was in the figure mode, I just have to assume that mesh deformation just wasnt something that the figure mode does, I've since managed to output a working test animation, and the rig works as I expected, it just took stumbling my way through this to get there.

General Anim8or Forum / Re: Terranim8or and Anim8or
« on: April 14, 2008, 01:58:32 am »
You can render your movies without anti aliasing in scene mode but they have to be fairly high res videos or they're going to look horrible.

In scene mode: Render>Render Movie> in the Image menu where you can adjust the size of the movie you'll see a check box to turn of the Anti Aliasing.

General Anim8or Forum / Re: assistance needed..
« on: April 14, 2008, 01:51:07 am »
I ran across this tutorial years ago. It's not specificallt Anim8or but I think the techniques used are generic enough to be followed.

The thing that threw me is that when I added the arms and head THEY moved with the bones I made their parents, I could move the arms around after attaching them to the bones and then when I went to test the torso it completely seperated the arms from it and I went WTF?

Hopefully the Sequence and Scene mode bugs will be fixed some day soon.

Okay I'm messing with it some more right now and I'm noticing that it DOES work....

But onlin in sequence mode. I could swear it worked in figure mode too though. am I crazy? This seems to build on what I noticed in a previous thread where the figure dosent update as it should in scene mode either. You have to scrub the timelime a frame just to get the figure to snap to the skeleton. I swear this on one of the things that drives me nuts about Anim8or is that there are so many redundancies and things that you think SHOULD work a certain way yet dont.

Am I really the first person bothered by the way this works (or dosent) or is it just not working correctly for me?

General Anim8or Forum / Re: how to mirror objects...?
« on: April 13, 2008, 03:38:14 pm »
As far as I can tell you can only mirror a single mesh at a time. Just yesterday I was building arms for a model and the hand was seperate from the fore arm. so I had to mirror the hand first and then the fore arm to make the opposite arm.

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