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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 - $imon

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31
Anim8or Challenges / Re: CCC #1: Creatures Cycling
« on: July 06, 2013, 11:42:27 am »
Heh nice progress guys.. don't worry about the participation so far - it's not a huge project (on purpose im sure ;) )

I'll pick up modeling the car.. a nice alternation for making organics models lately

watch out though, it might turn up more detailed than planned haha..

32
Anim8or v0.98 Discussion Forum / Re: v0.97e Pre-Beta
« on: June 22, 2013, 07:34:11 pm »
Thanks Raxx, must've overlooked it there.

33
Anim8or v0.98 Discussion Forum / Re: v0.97e Pre-Beta
« on: June 22, 2013, 09:14:24 am »
I'm having a bug with the keyframes-bar in sequence/scene mode in 0.97e. When i extend the bar upward to see multiple lines of keys, it is hard or impossible to get it down again properly.

Not sure how to describe it in words, so maybe someone can try and see if they can replicate it.

34
Thanks guys! Hope we can live up to the expectations ;)


We're working out how the workflow is going to go, and Raxx is still making adjustments to Phur, so we can't yet show any progress in that department. (And the creature is still ugly as ...)

Even though here is an update on bunny. He's fully rigged right now. We'll see how adding phur will affect the rig, but for now this will suffice.

Anim8or 0.97e's mirror bones function was very useful - thanks for that, Steve!


This is what I felt like after finishing the rig:



35
Anim8or v0.98 Discussion Forum / Re: Feature Request Thread
« on: June 17, 2013, 06:54:10 pm »
Some more requests here:

- hiding bone influences in figure mode. You can hide the bones now but the influences remain visible. THis makes for a messy and disorienting viewport.
- keep selection when switching between selections in point edit mode. Right now this only works from point to spline, but it would be useful if you switch from some selected faces to points to have all the adjacent points selected.
- Growing point and line selections, not just faces.

for either ASL or hotkeys section:
- Custom hotkeys for ASL script for fast usage

36
Anim8or v0.98 Discussion Forum / Re: Feature Request Thread
« on: June 13, 2013, 04:22:28 pm »
Great stuff everyone, nothing too crazy, so useful input for Steve probably.


I would like to give +1 to:
texture baking,
more shortcuts (Miatpi, thought I would take it a step further on the saving shortcut, it would be nice to have a shortcut for almost anything, especially in the Build menu)

37
Anim8or Challenges / Re: CCC #1: Creatures Cycling
« on: June 10, 2013, 06:40:32 pm »
Just a video for bicycle inspiration:



Will think about a creature for the bicycle. No good at drawing though, we'll see.

38
Anim8or Challenges / Re: Challenge #32: Pre-'E'
« on: June 09, 2013, 08:03:28 pm »
Alright I'll kick it off.
As everyone I've got so many ambitious projects that never got past an initial phase, but a few in which something actually got modeled. And over time I've lost a lot of files and at one point actually everything i made in the first 7-8 years of using anim8or. Looking through the forums history I've found some wips that were a cool idea but never got done.


A most recent example was from Arik's Steampunk World project. Although never officially terminated, the last update was made in February of 2011 - only 2,5 years ago.

This is the only one of the three of which i have the project files still lying around. Though the chance that itll get touched again is minimal ;)





A year earlier, in January of 2010, I made my last update on a very ambitious project, the modeling of a detailed steam locomotive. I actually wanted to work more on this at the time, but somehow lost the files and didn't get a chance to turn it into any type of final model. At least a few weeks of modeling went into this though, so maybe it was a good thing I didn't waste more time on it!







The earliest one in the series is from September of 2009. I think this got lost in the same batch as the previous one, as I do remember that I wanted to work more on this but was unable to.






Thanks for the challenge, finally one that's right up my alley: unfinished projects. Although I know someone that is even better at these, so Raxx, a shame you only get to show 3 projects.. will be a tough choice for you!

39
ASL Scripts / Re: MorphIt v1.0
« on: May 31, 2013, 06:58:34 am »
Hey Raxx, sorry to say I still have the same issue as before:

the mesh loads up all jumbled up in the program, and an exported an8 file appears empty (though looking at the an8 file there should be a mesh in there somewhere..).

- Win 8 pro x86
- AMD Athlon 64 Dual Core 5000+ (2.6 ghz)
- NVIDIA GeForce GT 610

Sounds like a different problem than other people are experiencing though. So if im the odd one out dont worry about me ;)

40
Anim8or v0.98 Discussion Forum / Re: Feature Request Thread
« on: May 28, 2013, 01:56:27 pm »
I've got another request that shouldn't be too hard to implement maybe : uniform bevel instead of proportional to the poly the edge is aligned to. In most cases the bevel has to be at an angle between the two polies, instead of having the new edges at a % down the length of the poly. Right now it takes a lot of adjusting to get the bevels to all look the same, especially on a bigger model.

Maybe a picture says more:
(first one is how anim8or bevels now, second one would be nice as it bevels the same amount on both sides, making for an equal bevel)

41
Anim8or v0.98 Discussion Forum / Re: Feature Request Thread
« on: May 26, 2013, 09:41:17 pm »
PNG support would be one thing, better yet would be support for 32 bit images (tif/exr?). So maybe they can be combined for updated image exporting? ill second it than :P

And a +1 of course for IK and one for multithreaded rendering!

42
ASL Scripts / Re: PHUR v1.4
« on: May 25, 2013, 08:39:32 am »
Thanks so much, Raxx! This is an awesome update & I appreciate all the work you did to make it happen.. Congrats ;)
I'm sure it'll be put to good use.


cooldude: The plugin depends on the material of the mesh to define where the strands will go (you can add multiple materials to the same mesh to get more variety ). So the material is crucial to the plugin I'm afraid. It's not too bad to switch out the material of the base though, you can for example make a duplicate and hide the temporary one.

43
Anim8or v0.98 Discussion Forum / Re: Feature Request Thread
« on: May 24, 2013, 07:37:45 am »
They're all good suggestions, Raxx!

I've got a modeling tool I would like to see implemented:

Bridge Edges: instead of bridging polygons, in most cases when point modeling it's necessary to make a poly between two/three/four other polies. Now you have to complete the square with drawing an edge, then select all the edges and fill the gap. It would be easy to select two opposite edges and connect to create the poly.


I would like  to second Raxx' request for Toggling the arc rotate tool (using the alt key)..  +1!

44
Anim8or v0.98 Discussion Forum / Re: v0.97e Pre-Beta
« on: May 23, 2013, 05:48:30 pm »
Nicee works great here on win8.

Thanks, Steve!

I'll be trying it out for sure..

45
Finished Works and Works in Progress / Re: Springy
« on: May 21, 2013, 01:19:04 pm »
Haha he's not a really lucky spring, is he!

Congrats on the animation, it's very entertaining ;)
I particularly liked the part where he gets stuck on the pencil..

Good job!

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