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News:

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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 41 
 on: November 02, 2017, 09:52:48 am 
Started by EnglishBob - Last post by EnglishBob
That works for me! I hadn't had cause to use ExtrudeConnected yet on the 1.00 release, but I've tried that now and confirm that it also seems to be fixed - on a sample of one, anyway. :)

Thanks for the speedy fix!

 42 
 on: November 02, 2017, 03:57:04 am 
Started by EnglishBob - Last post by Steve
EnglishBob I've posted a fix for this problem. There was a similar problem with the ExtrudeConnected command. This fixes

#100-014 - Shell and Extrude Connected commands can cause spikes.

Try this build 1309 out and let me know how it works.

I'll post more on what's going on tomorrow when I have more time.

 43 
 on: November 01, 2017, 09:49:48 pm 
Started by NoobJens007 - Last post by davdud101
Yo Jens! That character animation is quite good, kudos.
Just gotta fix that up with the cans and you're on the way!

 44 
 on: November 01, 2017, 08:52:47 pm 
Started by NoobJens007 - Last post by Steve
Nice work, NoobJens007.

 45 
 on: November 01, 2017, 08:12:22 pm 
Started by NoobJens007 - Last post by NoobJens007
Wow that looks great, thanks for the tip!

 46 
 on: November 01, 2017, 06:26:31 pm 
Started by NoobJens007 - Last post by neirao
you can use the old "Cre8or Tool" for Physic to anim8or :)
my old test:


 47 
 on: November 01, 2017, 09:53:32 am 
Started by EnglishBob - Last post by EnglishBob
Thanks Steve! I've e-mailed an example to the support address.

 48 
 on: November 01, 2017, 05:13:39 am 
Started by NoobJens007 - Last post by NoobJens007
Thank you for the help thecolclough!
I will use that for future animation.

I actually used Anim8or more than 10 years ago, but have forgotten alot of what I learned back then,
but Anim8or is very intuitive and easy to get started with again. And it's exciting for me to come back to it now
that v.1.0 is out.

 49 
 on: November 01, 2017, 12:13:37 am 
Started by NoobJens007 - Last post by thecolclough
The cans are seperate objects and when I moved them at the frame where
The action happens, they sort of started moving in the starting frames.

I thought I had made a keyframe when the action happens to make sure they would start moving there, but I had to do a clumsy job of moving them into their place where they werent supposed to move. Thats why they move a little before he hits them.
whenever you start keying an element's position or orientation, another key is automatically added at frame 0.  sometimes this is useful, and sometimes it isn't.  in this case, that extra key is what's causing your unwanted movement (i sort of understand the reasons why it does that, but it's a bit complicated; Steve could explain better).  if you want the element to stay still at the beginning of the scene, you can do that by deleting the auto-added key at frame 0; the program will then keep the element at the position (or orientation, or whatever) specified by the first key it can find, even if that key doesn't appear until hundreds of frames later.

nice video overall though - looks like your animation career is off to a good start :)

 50 
 on: November 01, 2017, 12:12:08 am 
Started by EnglishBob - Last post by Steve
I made some changes to the Shell tool to create more uniform thickness in the walls. I suspect that there might be an issue with that. Can you send me an example?

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