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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: November 26, 2019, 12:33:09 pm 
Started by Kevin Gales - Last post by Kevin Gales
@johnar : Thanks man...let me do the walk circle first then I'll post the demo...  8)

 on: November 25, 2019, 07:25:31 pm 
Started by Kevin Gales - Last post by johnar
. Yes, she definately is pretty cool. Well done.
 Ideas?  :)  Dancing is a tricky one.
 Picking things up and throwing.
 Opening an umbrella, or a book.
 Ice skating.
 Martial arts.
 Conversation with another.
  Hmmm. Could write a list but there are really so many possibilities.
 As far as walking being 'low', it is one of the most basic movements to begin with, but if you're talking about perfecting the art,  a simple walk cycle is the beginning of a huge range of movements. There's all types of walks. Drunk, sneaky, backwards and so on. (i never got far with different walks)
 Anyway, whatever you decide, it'll be good to see cloe moving. :)
 Nice one Kevin.

 on: November 25, 2019, 08:43:03 am 
Started by Kevin Gales - Last post by Kevin Gales
@Steve  : Thanks,I also thought I nailed her especially the hair 8)  @johnar : Pretty cool isn't she ? well I thought of a walk cycle but thought it's pretty low..I think I'll work on something thanks for your ideas though

 on: November 24, 2019, 09:42:10 pm 
Started by Kevin Gales - Last post by Steve
Nice model, Kevin.

 on: November 24, 2019, 08:52:03 pm 
Started by Kevin Gales - Last post by johnar
walking is a good start. Walking, stopping, then begining to walk again is also a good one to get your head around.
Walk sequences are a great thing to have in your animation arsenal. Export your sequences into a sequence folder for that character. Other really handy sequences to export/keep are hand movements. Open hand , closed hand, index finger bend, middle finger bend etc...
 I've got seperate 'hand poses' for Left and Right hands, and also others affecting both hands.  (like 'both hands closed, both hands open.
 Key only the hand bones in the sequence, and then they can be added at anytime during the animation without affecting any other parts of the body.
 I've also got walking sequences saved where only the leg bones are keyed. So while your character is walking everything 'above waist' is free to be animated doing other things.
 Jumping and running are good ones for practicing 'weight and timing' as well.
 Btw: Nice cloe model :)
 some of my first character animations involved 'walking while singing' and 'walk, stop, talk, then start walking again. Use arm/hand gestures while talking during a walk and while standing still are all good practice.

 on: November 24, 2019, 07:22:57 pm 
Started by Kevin Gales - Last post by Kevin Gales
So I created this girl and rigged her but I don't have ideas what to make her do (animation)

 on: November 24, 2019, 10:34:21 am 
Started by SpongeBound104 - Last post by johnar
 Might help, might not.  ::)   :),5823.0.html

 on: November 24, 2019, 10:26:50 am 
Started by Nellucnaiv - Last post by johnar
 You can make a flat plane (box) as an object and apply a reference image to that.  Then add the object to a bone in the figure editor and position it into a suitable place, where you can work from it in the sequence editor. (or scene editor, depending on it's purpose.)
Not the perfect workaround, but can be  useful.    :)

Edit: I remember needing to go back and forth between object and figure editor to scale the box to the right size, but i'm pretty sure that now you can scale the box, with image, right there in figure mode.
Choose a bone that won't be moved in the animation, or add a bone specifically for the job. Remember that the object,doesn't need to be 'on' the bone. Once you go 'build -> add object' the object, with ref pic, can be placed anywhere 'outside' the figure.

 on: November 18, 2019, 03:10:52 pm 
Started by SpongeBound104 - Last post by AlecJames
Take a look at skinning here

 on: November 18, 2019, 03:00:19 am 
Started by animtime - Last post by animtime
thanks, that what I do actually. But I'll have the trouble adjusting the distance, especially when I want to move it farther or nearer.

This is what I expect actually. If only this feature is available in anim8or. At least for future release. I attach the image in the attachment.


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