Anim8or Community

Please login or register.

Login with username, password and session length
Advanced search  

News:

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 - cooldude234

Pages: 1 ... 3 4 [5] 6 7 ... 61
61
you should make an animation where the plane lands on the train.
There's nothing like an anim8or air show ;D

62
OK that's enough inappropriate posts. Consider this discussion closed.
What was inappropriate here? Am I just being blind right now?

63
I think it would be awesome if anim8or just checked the project files local directory (the folder that the .an8 file is located in) for the textures.
Of course having it as an option (maybe in a project properties dialogue somewhere).

64
you really like your words don't you XD
Looks good though

;)

65
General Anim8or Forum / Re: Back home and working on next release
« on: October 23, 2015, 06:49:10 am »
glad to hear I'm not the only one I meant to say, I feel your pain.  :P
I'm trying to do a platter swap with a hard drive with some MAJOR important data (my whole life in the past 7 years pretty much)

66
rotation with the track ball is great. There's only two things I wish were added/fixed.
1 being that when I zoom out the track ball doesn't really match the size of the bone relevant to the screen size (basically the minimum size of the track ball needs to be smaller).
2 I cannot rotate on the z axis that is always relevant to the camera's direction (the circle that always is on the outside of the track ball should allow me to rotate the bone that direction).
Other than that it's pretty darn awesome!

(PS. joint limits are really useful for a rudimentary self collision system. Ie like when a leg comes in to contact with it's self. Although I've used them more in other applications than anim8or, I still think they have significant value here. (also I plan on adding them to my engine, reading the values from a .an8 bone properties) just thought I'd let you know).

67
General Anim8or Forum / Re: Back home and working on next release
« on: October 19, 2015, 04:21:06 am »
Hey I've been to those forums (can't remember what for though >.> ).

68
Finished Works and Works in Progress / Re: Movie - WAR IN HEAVEN‏
« on: October 18, 2015, 07:21:21 pm »
wow I haven't seen this in a long while.

69
Finished Works and Works in Progress / Re: Cute Droid Model
« on: October 14, 2015, 08:05:43 am »
That's not a meme, but it looks great.

70
General Anim8or Forum / Re: Anim8or on Touchscreen Computer
« on: September 22, 2015, 02:51:52 am »

NICE, I have the older version of that yiynova model with the slightly better pen :D

71
General Anim8or Forum / Re: Two questions about the F8ce plugin.
« on: September 19, 2015, 03:08:35 am »
Stick the script file in the same folder anim8or is located in. Anim8or will recognize all files of that type within that folder.

73
Right now forward rendering all done in an uber-shader. I plan on implementing various forms of lighting for different use cases.

74
[/youtube]

Ps, I haven't gone to sleep yet.

75
Finished Works and Works in Progress / Re: Trying out new hair technique
« on: September 08, 2015, 01:31:46 am »
I was going to comment when you first posted this saying that this reminds me of a few games out there, but I just can't remember who else did this style of hair. However I do believe that the games I am thinking of had used separate pieces of geometry rather than one solid piece.
Either way this looks awesome and looks very optimized!
I kinda want to see this in a geometry shader and have physics applied to it :P

Pages: 1 ... 3 4 [5] 6 7 ... 61