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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 - rellik420

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61
Finished Works and Works in Progress / Re: testing sculptris
« on: February 01, 2011, 08:35:45 pm »
great job! i've been trying to use sculptris for awhile but i cant. once i can i think i will like it a lot. keep it up.

62
General Anim8or Forum / Re: Future of Anim8or - Time To Move On
« on: January 31, 2011, 06:54:28 pm »
well... what can i say. i still use anim8or often. and i think i will always use it for modeling. im searching for other software simply because of all the bells and whistles but i will always have anim8or in my back pocket.

i think the best thing for steve to do is to release anim8or as open source so the people who use it "us" can progress it a bit further. really the only thing it is missing thats is necessary is IK. physics simulation is great but its still not necessary.

i hope your wrong about all of this raxx but thanks for the heads up. i know a lot of us have been anxious about hearing some kind of news on the progress. thanks

63
Finished Works and Works in Progress / Re: My new projects
« on: December 17, 2010, 04:30:27 am »
your modeling could use a little work (i think) but man your lighting and rendering skills are top notch.

those are some great renders keep it up

64
General Anim8or Forum / Re: Problem: How can I create a mesh by hand?
« on: December 17, 2010, 04:26:34 am »
i think we've helped as much as we can. you havent given us any feedback of what your problem is. and like rudy said a screenshot always helps a lot. we really cant help u unless u help us.

and we gave you a general solution

65
Finished Works and Works in Progress / Re: predator
« on: December 15, 2010, 06:28:30 pm »
thanks fo the tips. i think ill have to do some testing. i couldnt watch that poser video because im at the library and have no sound. but here in a week or 2 when i get back on my feet ill remake this project. since i will lose all of my models and everything. but thats ok. i will make some tests to see which method works best. youve been very very helpfull but i havent been able to work on anything for over 2 weeks. being homeless is boring. ocne i get set up again ill get back to modeling because honestly i miss it.

thanks again

66
darth vader just yelled at me in spanish. (or portugease) i dunno what he said but theres a 404 error so i cant see it.

67
General Anim8or Forum / Re: Problem: How can I create a mesh by hand?
« on: December 15, 2010, 06:07:58 pm »
fill holes. J i beleive.

u should read the manual and tinker around with all of the features 1st just so u have a roiugh idea with where everythings at. ive neglected to read the manual and i pretty much jumped right into it and i run into a bunch of unecessary problems.

when in wireframe mode and u highlight the lines some will be different colors. if a line is red that means it is not connected. there is green which means that it is an open line on the edge of a mesh. i pretty much asociate that with the extrude edge tool.

thinking about it you might of held down shift to make each point. you dont need to do that. you only have to do it once to get started. if you do it again it will make another object and the only way to connect that is to "join solids". i hope i helped a bit.

68
General Anim8or Forum / Re: Problem: How can I create a mesh by hand?
« on: December 09, 2010, 06:49:47 am »
its pretty simple. i still dont get y it is set up like this but u only need to do this once. just hold down shift to make your 1st edge. after that u just click and drag it. that is probably the hardest thing in anim8or, its really easy to miss. the "trick" i used to use was make a cube the convert to mesh then delete all but 1 point. so u can really do it either way. good luck

69
Finished Works and Works in Progress / Re: Bullet Life
« on: December 06, 2010, 04:08:41 pm »
great job.

the texturing and modeling look great. the animation was good too. in some parts of the animations it really doesnt look smooth. you might want to go back and tweak a bit. but that was one of the best videos ive seen coming from anim8or. great job and good luck with your bullet time project

70
General Anim8or Forum / Re: WHERE IS EVERYBODY!!!!
« on: December 03, 2010, 04:43:52 am »
and if you have a sig dont try and change it. you can only enter in 1 character. i ruined mine a while back

71
ASL Scripts / Re: automated bones
« on: November 29, 2010, 05:13:27 pm »
thats too bad. i think anim8or is by far the easiest program to use. some other programs ive been using are very frustrating because i just want to do waht i want to do but i have to read and learn some sometimes complex things.

i know that steve is the only one working on anim8or but, i think there is way too much demand for him to keep up. if i were him i would just turn it over to the comunity (at least for awhile) then come back to it when he can.

there are quite a few of you (which i assume) you like tinkering with all of the technical things as much, if not more, than 3d modeling and animating.

any who, thanks for the info.

72
ASL Scripts / Re: automated bones
« on: November 26, 2010, 06:32:54 pm »
sort of. but what im thinking about is more along the lines of "fake" physics. i just saw someones animation (ensonique's i think) in the steampunk thread and he did the whole animation in a script.

i think if someone can lay down the ground work it shouldnt be too hard to tweak to different rigs.

but for the clothes in the wind example. you can rig the clothes and then have the script simulate the wind by moving each bone in succession. you could also have different restraints so you can have the "wind" blow heavier at different moments.

i dont know how exactly it could work but i think if you get the coordinates of all the bones for the specific thing then you can alter them pretty easily.

73
Finished Works and Works in Progress / Re: Rhino final Render scene
« on: November 20, 2010, 04:37:44 pm »
great job. the muscle definitions are superb

74
Finished Works and Works in Progress / Re: predator
« on: November 12, 2010, 01:14:51 pm »
yea its not easy. i finished his jaw(s) but now im a bit lost in the inside of his mouth. i think im going to have to remake it and work from the inside out. i think i made a mistake by starting from his "cheeks" and working my way down. ill just do it seperately.

i rigged it though just to see how it might work. i think ill have to make 4 or 5 bones just to make his jaw functional.

any tips on making his dreadlocks? there is going to be alot of them i think. and will be close together. i tried to use a modifier but i dont know how to use it all that well. i think i can just make 1 and just copy paste it a bunch of times. then i can just use a few bones so i can pose them to go with his final pose. i guess i can try a few different techniques but that seems like the best way to do it. anyway once i have time ill post some more renders.

75
ASL Scripts / automated bones
« on: November 10, 2010, 03:42:58 pm »
just a thought.

is it possible to program bones to do a certain function?

my idea is to have a bone do something (such as sway) linked up with the frames.

you could simulate things such as wind by having the bones 'move' until the commanded 'stop' at a certain keyframe.

hopefully this is enough info for you to grasp what im getting at.

(after seeing raxx's new program i honestly think almost anything can be done in anim8or.)

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