General Category > Ongoing Anim8or Development

Current Development Release - Build 1269, February 14, 2017

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Steve:
There's still some work to do - a few glitches like selecting the IK controllers in the track window doesn't select them in the graph editor, but I'm working on them. Also I plan to add more collapsible sub-tracks so the track window doesn't have to show everything all at once.

Please let me know about anything that you find!

johnar:
Hi steve.
 Thanks for the latest build update. Am just trying it out now.
 
--- Quote ---I plan to add more collapsible sub-tracks so the track window doesn't have to show everything all at once.
--- End quote ---
Does this mean that, in the left hand side, (margin) of the timetrack, when you click on the little '+' box, next to 'figure01', when it opens to show bones etc..., that it will then show 'created menu folders' with little boxes next to them, that you can click on to show the bones which you have assigned to that menu folder. ?
 Similarily, you can hide all those bones again by 'closing' that menu folder in the timetrack margin. ?
 Sorry if it seems like a silly question.
 Thanks.

daniel99:
Steve, this is fuckin' genius,man. I can't believe it. Anim8or is so close to perfection. I've just tried it for a few seconds, a fast walk scene, and it works beautifully. Steve, you're amazing, for real!!! I really wish I met you when you went to Italy, I've also been there. I would have bought 100000 beers for you, bro! You're da man ! :D :D :D :D :D
    Just a question. What would be the best approach for the feet (end-effectors) to keep their orientation? Like, parallel to the ground. I believe would work if I have a separate IK controller for the heel, and another one for the toes,but except that...
Or that's somethin' you'll be working on next?

Thanks again , bro!

nemyax:
Steve
Excellent progress!


--- Quote from: daniel99 on October 26, 2016, 02:51:54 am ---What would be the best approach for the feet (end-effectors) to keep their orientation?

--- End quote ---
One way to do it is to give bones an option not to inherit rotation from their parents. Another way is to use constraints, but Steve hasn't implemented them yet.

animaniac:
Hi, long time anim8or user and blown away by the recent changes. Any chance we'll get weighed move tools, aka move a point will also move points in the area around with a gradient? I believe it's the most important modeling feature missing compared to major software.

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