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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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 on: Yesterday at 11:02:35 am 
Started by Michel Colaço - Last post by olan
you are amazing great job keep on

 on: Yesterday at 10:20:29 am 
Started by steved - Last post by ENSONIQ5
Welcome to Anim8or!

There's two answers to this question, depending on what you need and how you plan to use the mesh.  The first involves ‘smoothing’ the mesh, and the second involves ‘subdividing’ the mesh.


Smoothing divides each face of a mesh into four faces (assuming your mesh’s faces are all 4-sided) by bisecting each line with a vertex point, placing a new point in the middle of each face, and joining up the new points with lines.  Importantly, this function changes the original mesh which will now have 4 times as many faces and will subsequently be bigger, from a data point of view, and potentially more difficult to animate later.  This function includes a numeric setting; if its value is 1 each face will simply be divided into 4 with each new face aligned exactly to the original face.  If its setting is 0 the new vertex points will be positioned based on (presumably) Bezier curves, resulting in an overall smoothing of the object.  Settings above 1 can give some interesting results.

Try it out:
  • Create a sphere object (under Shapes in the left side menu)
  • Convert the sphere to a mesh (Build > Convert to Mesh)
  • Smooth the sphere (Build > Smooth Object...).  Enter 0 for an overall smoothing effect.


Subdividing is similar to smoothing, at least in appearance, however there is a critical difference.  While smoothing changes the original mesh by adding points, lines and faces, subdividing doesn’t change the original mesh.  Instead, it uses the original basic mesh to mathematically define a much finer mesh.  When rendered, the original mesh is ignored, and the calculated fine mesh is rendered instead.  The advantages of subdividing over smoothing are that the overall file size is not increased and, more importantly, the mesh is far simpler to manipulate and animate.

Imagine animating a mesh of a person's face to show expressions.  If the actual mesh was very fine (eg. smoothed) you would need to individually animate a large number of vertex points which would be difficult, painstaking and may ultimately look unrealistic.  With subdivision, your mesh can remain much coarser, and therefore be far simpler to animate, while your render remains smooth and organic in appearance.

Try it out:
  • Create a sphere, the same as for smoothing
  • Convert to subdivided (Build > Convert to Subdivided)
  • Switch to point edit mode (the icon with three dots in the ‘Mode’ section of the left side menu) to see the original course mesh that is controlling the fine subdivision.  Try moving some vertex points and switching back to object mode (the arrow icon under ‘Mode’) to see how the fine mesh is affected by the original mesh.

When defining a mesh that will ultimately be subdivided it is important to ensure that all faces have 4 sides.  3-sided faces and faces with more than 4 sides will subdivide strangely and may look odd in the final render.  This is a fundamental aspect of 'organic modelling'.

 on: Yesterday at 01:29:23 am 
Started by steved - Last post by steved
 Hello everyone,
  I'm new here. I'm retired but still, hopefully, young enough to learn.
About six months ago I decided to try my hand(head) with computer graphics
of the 2d kind, a subject I knew nothing about. I found myself really enjoying it.
Then I started looking around for software that would allow animation. I came
upon Corels Motion Studio 3d. It introduced me to not only animation but the
geometry of the 3d world in an ever so gentle way. I enjoy what it offers but
its a very simplified environment. At least I learned what a 3ds and directx model
was :). In any event I searched for something that would expand my knowledge
about 3d shapes and geometry. To make a longer story shorted I came upon
Anim8or very recently. For me this is a wonderful program. I've been able to
do some basic and relatively simple things with shapes and materials. Thanks
to the wonderful community that sprung up around Anim8or I found some great
plugins to make Anim8or even more fun(various shapes,materials and the BooleanOperations which I think are great).
But I'm finding myself a little lost when it comes to making certain modifications to
shapes/meshes. (Faces and subdivisions are totally new to me :) So here's my
first specific question: I would like to make a shape/mesh more involved without
changing/scaling the shape. Lets say I have a sphere. I want to make the mesh
more detailed. I want to see more paths(hope that's the right word) going from
the top to the bottom and going left to right (or right to left). Hope I'm making myself
understood. I would like to know the best and simplest way to go about this.

 on: September 20, 2019, 04:09:29 pm 
Started by Michel Colaço - Last post by Michel Colaço
In 2008 I made my first animation, the Bible story of Balaam and the Donkey.

11 years later, attending animation college and more experienced I'm doing this story again.

 on: September 20, 2019, 03:08:38 pm 
Started by olan - Last post by neirao
so cute!! i love it!!!

 on: September 17, 2019, 09:30:28 pm 
Started by botsgeek - Last post by davdud101

Pretty cool Kreator, straightforward - but I'd have in mind (at least if I were to go about a true tutorial series for the 'common era' of internet usage) a series of polished, high-quality, voiced-over or face-cam tutorials where the mentor gives insight and explains in relative detail what they're doing and how it can be applied to other sort of projects - in of course a consecutive order of difficulty so that a user can go from scratch to relative mastery of Anim8or. (obviously not meant to be combative)

Something along the lines of Blender Guru and such, that would really draw in the average YouTube watcher who normally wouldn't even watch those kinds of videos.

 on: September 17, 2019, 06:47:10 am 
Started by botsgeek - Last post by kreator


 on: September 17, 2019, 05:10:36 am 
Started by botsgeek - Last post by davdud101
Theres plenty out there matey!!
I fully get where botsgeek is coming from. A big, biiiig problem people have with coming into mastery of all of the cool tools and techniques built into Anim8or is that a heck of a lot of it isn't documented, and there sure isn't a proper series of tutorials (for the modern releases) that can take a user from knowing absolutely nothing to being able to create beautiful renders. I'd love to see this community grow (it seems to have shrunk a lot over the past 5 years, with a lot of people moving to other 3d packages, other projects or media), and it seems like the few who are still around should be the biggest proponents in making it Anim8or a relevant and useful piece of software in the modern age where free, *open source* software is easy to come by and works great.

Blender is great but has a serious learning curve ; Anim8or is good, but even though it lacks features, its major selling point is in that it's very *simple* to learn, AND the tools it has ARE actually quite powerful, so it's a low learning curve for the potential for very high-quality output.

How can we bring Anim8or back into the limelight?

 on: September 15, 2019, 05:36:31 pm 
Started by botsgeek - Last post by kreator
Theres plenty out there matey!!

 on: September 10, 2019, 03:37:08 pm 
Started by olan - Last post by olan
thank you steve

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