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Messages - Francesco

Pages: 1 2 [3] 4 5 ... 13
31
Finished Works and Works in Progress / Re: Big cat + Cat Woman and Scene
« on: December 06, 2008, 10:01:08 am »
Cool models, textures and postures, an awesome work  as usual, well done Neodelito.

32
Got it, thank you for the explanation Joe.

33
General Anim8or Forum / Re: Tails, chains, ropes, whatever
« on: December 05, 2008, 01:04:41 pm »
Well done so far Dreadkb, I knew that this feature was leading to something really cool.
Now the problem is that, currently, making such stuff is a pain, since it involves manual editing of the project (I mean, it needs manual editing to speed up the process, unless other programs like Terranim8or or Cre8or could be of some help here, I didn't try them out yet and it would be nice to hear other opinions about it) it is particularly painful if you make an animation and you want to duplicate it into the same scene. I really hope that Steve will consider adding such a multiple-bone manipulation method, eventually along with the ability to rotate the bones over all axes at the same time, as it is possible in figure mode and as suggested somewhere else. As for the present time, making chains and robotic stuff can already take advantage of this technique.
I'm working on a small waving chain, a thing that will allow me presenting another feature request ;)

34
Anim8or v0.98 Discussion Forum / Re: Next full version?
« on: December 05, 2008, 12:36:35 am »
It's quite unlikely that Steve list what he is working on, as he wrote here some days ago,  it could be disappointing to anticipate a new feature that maybe will not make it in the next version.
But imagine this: the next version will be not less cool than the current preview, and that's not a small thing, what do you think? ;)

35
Nice works Joe! Except the last one :P...
May I ask you a detail? It's about the very first image above. Did you make just a report/research about that subject or you actually made intaglio printing?
In any case, could you describe shortly what it is about? From the render it seems an interesting thing, and the italian name turned me curious
???

36
General Anim8or Forum / Re: Big time texturing problems-help needed.
« on: December 04, 2008, 05:18:14 pm »
You don't need to make a mirrored image, it's enough to select only the faces on the back, hit UV and rotate the texture till it shows in the right way. Do it by clicking and dragging one of those squares sideways of the yellow circle - this ensures that you rotate it only around the y axis.

37
General Anim8or Forum / Re: Tails, chains, ropes, whatever
« on: December 04, 2008, 11:01:26 am »
I'm looking forward for your mix of techniques, if you succeed this will become a serious leap forward for Anim8or's users - and eventually for Anim8or too, if some of this stuff will make it in one of the future releases.

38
General Anim8or Forum / Re: Tails, chains, ropes, whatever
« on: December 04, 2008, 02:15:21 am »
You're welcome Dreadkb, you could have stomped on it just like me, and you would have shared it in just the same way. It's handy to live a community isn't it? :D

39
General Anim8or Forum / Re: Big time texturing problems-help needed.
« on: December 03, 2008, 11:12:54 pm »
Zat, after following this topic a bit I came to the same conclusion of xalener. It really looks like you were selecting (and applying the texture) to more faces than you desire - I speak about where you try to texture individual faces, not about texturing all at once using a mapper.

Did you make sure that you're selecting only the faces you want to texture?

As I would do, first of all I would make sure that the faces I want to texture are exactly in front of me, rotating the view.
Then I would:
Click on "point edit" mode
Click on "face select" mode
Click on the "select" tool
Click on the first model's face I want to texture, using the left mouse button
Click on every other face I want to texture, using the right mouse button this time

Here, normally, I switch again to rotate-view mode and I make sure that only the interested faces are selected. Then I bring the selected faces in full view again and I exit the rotate-view mode.

Finally I click on the UV button, which presents me with the yellow circle of the texture tool, and there I arrange the texture by clicking with the various mouse buttons, either inside or outside of the yellow circle.

Hope that helps.

Edit:
Wait a moment... Lynn suggested just the same some posts above... did you try that Zat?

40
General Anim8or Forum / Re: Polly updates
« on: December 03, 2008, 10:47:47 pm »
Thank you very much Leuat, you made it very clear so that we all know exactly where you are - but as the most important thing, seems like _you_ know exactly where you are (and this isn't a small thing at all, speaking about making a system such as an editor or an engine).

Sharpening my tester's blades for the incoming occasion I wish you all the best coding time (seriously here).

41
General Anim8or Forum / Tails, chains, ropes, whatever
« on: December 03, 2008, 04:05:51 pm »
Well, I stomped on this and I wonder if it has been noticed before.

In scene mode, if you set an object to be the child of another object, then this will be moved along with its parent when the parent moves. But if you select both the child and the parent and you move them you get a double (cumulative) change that allows making really cool things - at least they are cool for me :P).

I discovered it by mistake while making the framecounter. Instead of selecting the box alone, I selected all the counters and the box, and when I moved them, it "exploded".

Digging this effect, I've made a simple example of a moving dragon's neck, and once I was there, I took some snapshots to illustrate the work.

So here are the steps I did:

I made a simple object containing one sphere and I called it "sphere" (clever, isn't it?)

I put two copies of it into the scene, setting one to be child of the other, and I left all coordinates to zero.

I saved the project and I opened it in a text editor.

The project saves the idea of "parent/child" with a simple and effective nesting:

  objectelement { "eobject01" "sphere"
    loc { (0 0 0) }
    objectelement { "eobject02" "sphere"
      loc { (0 0 0) }
    }
  }


So I duplicated the green lines till reaching ten objects, I renamed all the newly created objects (marked in blue) and I added a row of eight additional closed curly braces (marked in red):

  objectelement { "eobject01" "sphere"
    loc { (0 0 0) }
    objectelement { "eobject02" "sphere"
      loc { (0 0 0) }
    objectelement { "eobject03" "sphere"
      loc { (0 0 0) }
    objectelement { "eobject04" "sphere"
      loc { (0 0 0) }
    objectelement { "eobject05" "sphere"
      loc { (0 0 0) }
    objectelement { "eobject06" "sphere"
      loc { (0 0 0) }
    objectelement { "eobject07" "sphere"
      loc { (0 0 0) }
    objectelement { "eobject08" "sphere"
      loc { (0 0 0) }
    objectelement { "eobject09" "sphere"
      loc { (0 0 0) }
    objectelement { "eobject10" "sphere"
      loc { (0 0 0) }
    }}}}}}}}
   }
  }


I saved the file and I opened it again within Anim8or.

And now from the pictures you see some steps used to make the animation:
1 - All the objects in the scene, all rushed together around the origin
2 - Selected them all (with the drag-select tool)
3 - Moved them (and so on, you guess the tools)
4 - Rotated them (with the right mouse button)
5 - Selected half
6 - Counter-rotated a bit (again right button)
7, 8 - Messed a bit by rotating with the left button
...and so on, setting different keyframes.

I didn't spend too much time on it - I preferred to share it beforehand.

I think that using rings you could make a really cool shaking chain - it may be useful and handy to use two different objects, set at two different angles in object mode - where you can take care of the center of rotation - and then alternating them in scene mode.

I think that adding such a multiple manipulation method for figure and sequence modes could be a really cool feature - just imagine it!

Hope you enjoy this, it really amazed me when I discovered it.

42
General Anim8or Forum / Re: Newbie Says Hi
« on: December 03, 2008, 11:18:25 am »
Hallo Charles, welcome to the Anim8or forum.
Unfortunately I'm on my mobile phone so I cannot check out your videos, but your post sounds promising.
You will find good hints and help here, so feel free to ask whenever you need. My first advice is to read thoroughly the manual and to drop an eye to the tutorials, there are many in the official Anim8or website.
Nice to have you here, have fun anim8ing!

43
The writing on the cab is frightening... but the animation is awesome, I really have to give a try to those BVH files, well done and thanks for pointing them out!

44
Finished Works and Works in Progress / Re: WIP - Disc Cutter
« on: December 02, 2008, 10:48:27 am »
Thank you Spriter, glad you like it :)

45
Finished Works and Works in Progress / Re: "TIME" wip comp
« on: December 02, 2008, 10:44:28 am »
Oh yes this is really becoming another amazing still, I happen to do that same work of engraving names and dates on watches and other things, and I agree with all of Ensoniq5 advices. Besides, I'm curious about the glare effect just like Spriter, well done Falloffalot.

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