Anim8or Community

Please login or register.

Login with username, password and session length
Advanced search  


An update to Anim8or, v1.00b, is available with a few bug fixes. Get your copy HERE. See the "ReadMe" file for details.

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - PLanAhead

Pages: 1 [2] 3 4
General Anim8or Forum / Re: Move - Stop - Move ?
« on: July 23, 2008, 07:54:27 am »
I agree whit Hiho, I also think it would be nice if we could grab the directional axis markers. i.e. Instead of grabbing a bone and moving it with the mouse (hopefully) in the intended direction, one would grab the directional marker and move the bone either X,Y,Z. (automatically rotating on its axis) of course. Its a pretty common feature in other tools I have watched in design videos.

Finished Works and Works in Progress / Re: That MAYA dragon
« on: July 23, 2008, 05:38:30 am »
Obviously none of us has anything constructive to say, so we aren't saying anything.
 :D ;)

It looks really good, and frankly I don't really have any crits.

And I don't know what that Maya dragon is. I'm guessing its a logo but I never used Maya (correction) it just wouldn't run on my comp for some reason. Either way I can't compare your work to the original. Maybe a ref?


You can add those same wrinkles etc. with better quality and a lower poly count using Convert to Subdivide. (It takes practice, but its worth it) and more professional.

I use Conv to Sub for organics like plants, animals, or clothing, and subdivide (maybe) for solid objects like electronics, appliances, things that are man made.

But even then I usually just use the cut tool to raise the poly count in specific areas.

Finished Works and Works in Progress / Re: THINK BLUE
« on: July 21, 2008, 07:42:17 am »
Rock?.. Oh that's home plate (it's dirty) I guess  can see it as a rock.  ::)

As for the bat, its supposed to be old and used but perhaps I should try to make it look more dirty than bumpy.

The bat that I used for a ref isn't bumpy at all, I just liked how it looked.

As for the hat inside the base (doh)! I must have reworked the model some 10 times and thought I had it right.

Ohwell I think its time to move to a new project anyhoo.

Thnaks for the crits though.

Finished Works and Works in Progress / Re: THINK BLUE
« on: July 20, 2008, 08:07:25 pm »
Absolute FINAL update. Time to move on to a new project.

You have some real talent there.
What are building the game in?

Finished Works and Works in Progress / Re: My Zune
« on: July 20, 2008, 07:37:14 pm »
Its ok Devil... Your data has gone to ... a better place...

General Anim8or Forum / Re: I'm having a hard time w/ anim8or.
« on: July 20, 2008, 11:13:07 am »
in the long run trying to move bones with the mouse is pointless.

Just try to imagine in degrees where you want the bone to go then use the key input to place the value.

95 degrees...(too much)?

decrease to 90 degrees ... and vice versa.

After you get the hang of using the key input then animation becomes MUCH easier.

(One major problem with Anim8or is Animation! for beginners)

 Oh and skinning... Painted weights and and bubbles just suck.

(sorry just telling the truth) I like Anim8ors simplicity so I tend to use it for moding (and I'm stubborn) but I would really like to be able to attach verteces to bones manually.

General Anim8or Forum / Re: eye sockets and teeth
« on: July 20, 2008, 10:57:19 am »
That depends on what you are modelling.

If you are modeling a human then there is a general set of rules.
If you are wanting to model a person that does not exist I would suggest using a ref of another person and then work from that.

Try to find some images of people on the web. Use Google image and ask for person profiles, refs, textures, etc...

You will no doubt find alot of images that will help.

OK you asked for eye sockets so I'm guessing your asking for edge extraction.

face modeling
( you tube it ) ...seriously lots of tut vids (not anim8or but good enough)

Make the general shape of the eye, as a set of faces that match the eye socket then use the edge extraction tool.

( this is probably the best tool I have recently learned to use)


Finished Works and Works in Progress / Re: THINK BLUE
« on: July 20, 2008, 10:45:41 am »


Finished Works and Works in Progress / THINK BLUE
« on: July 20, 2008, 07:40:14 am »
Well the boys in blue are moving in and out of first so I decided to make a tribute image for my desktop.

Built an entire field for the background but it looked terrible despite all efforts so I dropped it.

I moddeled the bat after a small souvenir I got at a local AA game and it had a wierd bump on the end. I added it for authenticity.


pretty cool
as low poly models go its pretty good
hard to crit without a wire frame.
I like the mouth and would like to see an animation.

Not sure whats going on in the second image. Is it looking up and to the left?

No need to host images, at the bottom of the post area click additional options then upload up to 4 images.

Finished Works and Works in Progress / Re: My Zune
« on: July 20, 2008, 12:06:32 am »
I see what you mean. Its the image on my actual Zune so I used it but I guess if I were making an advertisement it would make more sense to be able to see the text.
I think it is a combination of that and the EV map I used on the glass.

I'll tone it back and experiment with other images.

Thanks for the crits

Man this site is dead right now.  ??? >:(

Finished Works and Works in Progress / Re: My Zune
« on: July 18, 2008, 02:36:29 pm »
Typing China was the easy part.

Do you think I should scale back the lense flare or drop it all together?

Finished Works and Works in Progress / Re: box
« on: July 17, 2008, 04:35:09 pm »
Very cool.... :D
It reminds me of some early 1980's animations I saw of structures turning into skyscrapers. It might be an interesting project to try.

A city building itself then filling up with cars, planes etc...

I like the consitancy of the transformation.

Did you use bones or morphs? Either method would be tedious.

Good job.

Pages: 1 [2] 3 4