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Messages - BOB_I_Ts

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16
ASL Scripts / Re: f8ce v0.9 plugin
« on: June 09, 2010, 05:13:40 pm »
great that you like it Josmic8or but other than rigging im not much of an animator

Tiula no need to apologies we were all new once
1st make sure you are using anim8or v0.97d the script use ASL functions which only in this version
2:goto top menu file > confugure ....
3:set up and and assign a folders most important for plugins is the scripts: directories
4:make sure you enable preload scripts click ok then close anim8or
5: put all the a8s plugins scripts you have DL'ed into the script folder that match the script directory you set up in configure menu
6 :restart anim8or and now all plugins scripts should appear
note : parametric shape plugins appear only on object mode tool bar and command scripts appear in the top menu scripts>"insert command name here" and export scripts become optional save type from object > export... dialogue menu

17
General Anim8or Forum / Re: Hi, Im back...
« on: June 09, 2010, 12:07:11 pm »
Elias haha the day a women makes me the perfect sandwich dividing in squares and not tri only then will i commit marriage

18
General Anim8or Forum / Re: I know this may have been posted before
« on: June 09, 2010, 11:55:40 am »
if you have bone limits set or free limits in "prospective viewport" ,click and hold the bud / end tip of the bone and it should rotate
depending on which mouse button you have held the bone will rotate in that axis ,i haven't worked in the animation modes for while but anim8or version 0.81 the rotate bone controls were X axis = left mouse button
Y axis = middle mouse button [or hold Alt and use right mouse]
Z axis = right mouse button

19
General Anim8or Forum / Re: Good head tutorial?
« on: June 08, 2010, 04:04:33 pm »
topic for plugin click here

20
General Anim8or Forum / Re: Good head tutorial?
« on: June 08, 2010, 01:34:09 pm »
ouh that is the version 8 ALS developer project file ,that is not the plugin
check asl forum for the version 9
anim8or project files are an8 format and
anim8or command/parametric plugin extension are a8s format
f8ce tool button looks like this

21
ASL Scripts / Re: f8ce v0.9 plugin
« on: June 08, 2010, 09:35:46 am »
thanks Bugtrooper

i missed texture template so ill re-uploaded plugin has no changes other then
uv template bmp and tester an8 project has couple more variations in

youtube video showing exactly whats in the re-uploaded files

22
General Anim8or Forum / Re: Good head tutorial?
« on: June 08, 2010, 08:38:50 am »
could you post screen of this please Tiula !

23
General Anim8or Forum / Re: Hi, Im back...
« on: June 07, 2010, 08:46:13 am »
 8) good to know

24
General Anim8or Forum / Re: Good head tutorial?
« on: June 06, 2010, 03:07:40 pm »
haha oh he meant human face

there is also
old speed modelling tut

shameless plugin or you can try f8ce just convert it to subdivided and edit to your preference !

25
ASL Scripts / f8ce v0.9 plugin
« on: June 06, 2010, 02:56:04 pm »
f8ce is a plugin attempt at creating quick easy lowpoly humanoid characters with as many variation options as possible

Version 0.9 update

decreased poly count of model to
point 1964
edge 3918
face 1956

~shape changes again but this time based on real life reference
~removed all body attributes
~re edit of uv wrap giving the head more pixel space
~new addition of parameters for real time edit from -100 to 100 limit:
gender : no change but real edit with z non uni scale
torso : effects size of rib cage grouped with normal scale
muscle : make character look more buff x non uni scale
weight : increase gut mass y non uni scale
spine : effect length of torso grouped with normal scale
also include upper lower arm and leg grouped with normal scale


Following Attribute tags below will effect f8ce v0.9 models appearance
skull
brow
eyeoffset
eyescale
cheek
ear
nose
nostril
upperlip
lowerlip
jaw
chin


How to edit f8ce:
A)Goto Object>Attributes ...
B)Click New button to bring up the name tag box
C1)Type in one of blue name tags above remember all are lower case fonts
C2)you donot need to add all tags but click new each time to add an attribute to the active object
D)Important in the TYPE tab enable "point", 3 value box's should enable from left to right are equal to x,y and z coordinate of each tagged region
E) The plugin attributes go by percentages from -100 to 100 percent . how ever there is no restriction limit for attributes
F) At present there is a refresh issue with attributes but you can .
Fa)double click the f8ce model and click ok button to refresh
Fb)select f8ce model and enable non-unform tool then adjust one of the parameters with mouse
Fc) delete and recreate f8ce model



notes
~attribute change donnot refresh unless plugin parameter is changed
~you cannot undo attributes but even if you delete the f8ce model saving file ensured attributes will be stored as well :D

Edit:
how to install plugin : put f8ce.a8s in the script folder you assigned in anim8or>configure menu and wella plugin tool button will appear on side menu of object mode

Download:f8ce9tester.zip contains plugin , 1024xbmp uv template and f8ce9tester project file ,if you have older version than v0.9 i recommend overwriting or you wish to keep old plugin move it to different directory ,old saved projects i recommend deleting old reference to f8ce and recreating reference as v0.9  use different polycount

26
ASL Scripts / Re: collapse points command
« on: June 05, 2010, 08:33:57 am »
ASL restricts configure GUI menu :( , you can just set wire to view outline points and smooth to only show outline for mesh

i saw a script which stores selections in sticky topic it maybe possible to use similar method to hide points but would also hide polygons connected to selected point as a hide selection , unhide selection ,it kinda seem scary script to attempt though loss undo data just by using render preview

i think create new object then copy paste deattache face is much more safe method

27
General Anim8or Forum / Re: File recovery
« on: June 05, 2010, 04:53:35 am »
only way for you to find that bad data alone is to copy paste  small chunks section by section then test load in anim8or untill crash begin
im unsure what first 3 numbers are for but in most an8s i have looked in side  they have either (3 4 0) or (4 4 0)  !  4 5 0
4 5 0 -1 ( (0 0) (1 1) (9 2) (8 3) )

28
ASL Scripts / Re: collapse points command
« on: June 05, 2010, 04:38:13 am »
there not commands but the are ASL code functions

here is my attempt at visualizing how they work imagine liberian working at book shelf(array) at local library

function pop means liberian would take last book off the shelf read out its contents (sets value to assigned counter !) then throw it in a bin
function push means liberian writes new book based on parameter values then put it on the end of the shelf

unsure how a literal  pop command script would work but you could change collapse script to be a  push / (nudge command)

example

Code: [Select]
if ($xyz == "x") {
$at = project.curObject.LookupAttribute("collapse");
$sp = $at.GetPoint3Value();
$p.x = $sp.x;
}
change to $p.x = $p.x + , $p.y = $p.y + and  $p.z = $p.z + like so
Code: [Select]
if ($xyz == "x") {
$at = project.curObject.LookupAttribute("collapse");
$sp = $at.GetPoint3Value();
$p.x = $p.x + $sp.x;
}
then attribute "collapse" should just nudge distance of the value to each point set separately !

collapse command is first mesh editing command but first one i did was new material.zip 2007 but seems Steve did one better with updating anim8or with edit > copy material and paste new material so it would be pointless me completing that script

i hope to do command related to UV were these push pops will come handy ,first i need to finish editing model for that v0.9 f8ce plug-in before i attempt

29
General Anim8or Forum / Re: File recovery
« on: June 03, 2010, 04:38:53 pm »
impossible to know unless you attache file
you could try saving a blank an8 file then copy paste chunks of the bad file file
open an8 with notepad main chunks data are
mesh {
    name { "name" }
    material { " -- default --" }
    smoothangle { 45 }
    materiallist {
      materialname { " -- default --" }
    }
points { data } = points
texcoords {data } = uv coordinates
faces {data} = edge polygons
}
note  mesh {model date} any data between belongs to the  name { "name" } model you want to recover
use " -- default --" to use no material

30
General Anim8or Forum / Re: How to zoom
« on: June 03, 2010, 01:30:54 am »
in any mode object figure sequence scene and browser
to zoom in any view port ctrl R  will enable arc rotate click and hold middle mouse (or alt and right mouse if useing 2 button mouse)  with in green circle will "scale zoom" if you hold right mouse out side green circle it will effect zoom angle of prospective view port

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