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Messages - grahamguitarman

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Yes, this is a bug. I'll look into it.

Thanks!

I've experienced the same problem with reference images disappearing when using certain key shortcuts

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Anim8or v0.98 Discussion Forum / Re: strange graphics glitch
« on: March 14, 2017, 06:44:46 pm »
I'll certainly check their forums, but I only upgraded to version 12 two days ago, so parallels is totally up to date.
I can use boot camp, but its such a huge hassle switching between windows and OS X that way.

If there is an answer i'll let you know for future reference :-)

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Anim8or v0.98 Discussion Forum / Re: strange graphics glitch
« on: March 14, 2017, 03:02:31 pm »
Thanks.

I had a horrible feeling it might be parallels causing the problem.
Which is a huge disappointment as it has always worked fine in the past, and Anim8or has always been my 3d modeller of choice..

Might have to buy a cheap 2nd hand laptop for Anim8or, which OS would be best, XP or Windows 7?

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Anim8or v0.98 Discussion Forum / strange graphics glitch
« on: March 13, 2017, 03:46:06 pm »
Hi,

I've not used Anim8or for a few months as I've been busy with other things.

However I decided to do more work on some of the characters for my game, and have been stumped by a range glitch in the graphics.
When in the figure and animation screens, many of the meshes are rendered in strips instead of as a continuous shaded graphic.
If I switch bones off the image renders fine, its just when there are bones to be shown that this strange glitch occurs.
It is also fine when painting bone weights by the way.

At first I wondered if it was because my Parallels software was out of date (I run windows 7 under Parrallels, which has never caused any problems before), but having just updated Parallels the problem still persists.

I have attached screenshots to show what I mean.

I hope someone can come up with a solution to this, because it is making it difficult to do animations accurately or to align object around bones.

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General Anim8or Forum / Big thank you to Steve
« on: April 21, 2016, 05:33:09 am »
Hi I posted a few months ago about wanting saveable named views in Anim8or.
Unfortunately I haven't used animator for a couple of months due to being bogged down in coding menu and inventory systems for my game.
So it was a huge delight to come back to rendering more characters for my game, and discover that named views have now been added!

I have only had a quick play but this feature is going to make character development so much quicker, the gain in productivity is going to be huge!

The only limitation is not being able to save views globally to use in all my projects, but that is very minor really (it only takes a couple of minutes to set up my custom views).

So thats a big thank you from me  8)

P.S. Animator is definitely the best software for creating 2D game characters, so much so I have windows 7 running in parallels on my mac, just so I can keep using it

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Anim8or v0.98 Discussion Forum / Re: rotating objects and saved views
« on: December 31, 2015, 09:44:19 am »
I've just updated to 1205 a few days ago, but didn't know about the arc hot key, that is actually very useful. 

I'm not really a big fan of multiple views, but I can see how that might help with rotating objects and being able to see how much the object is being rotated - I'll have to give that a go. 

Though I still think an interface like the one used for bones would be a much more elegant solution. 

Object snapping I already know about, so is not really an issue for me. Though I rarely use it, as I prefer things slightly out of key sometimes - too much perfection can lose the character of old buildings.

I'd still like to see the ability to save view settings as a user preset you can recall when needed, as it would make setting up rotation and scaling much quicker.  I need to be able to render all my objects at exactly the same scale and rotation so when used in the game they all fit together properly, even though I'm using 3D rendering to create sprites, it is a 2D game, so getting the angle and scaling exactly the same every time is critical, and very time consuming to set up each time.

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Anim8or v0.98 Discussion Forum / rotating objects and saved views
« on: December 29, 2015, 08:05:52 pm »
Hi, I'm new to this forum, so if this is in the wrong place I apologise.  I've been using Animator on and off for a few years now, and I am currently using it to create the majority of the graphics for an RPG game I'm developing for the iPad.  Although Animator has an annoying tendency to crash a lot, it is still my favourite 3D program.

However there are a couple of shortcomings, that especially now I'm using it intensively (up to 12 hours a day six days a week at the moment) I'm beginning to find a pain.

The first one is the way objects are rotated in the Object view.  very often I'm having to switch to a side view to rotate a component, then switch back to front view to see if it is right, then switch back to side view to adjust it again because it isn't quite right, and so on.  I have always found it baffling that you have to switch to a side view of the object being rotated, when that makes it impossible to see what angle you have rotated to. 

What I think would be a much better system is the one now used for bones in the more recent versions.  The interface to rotate bones in three directions in the figure / animation editors is brilliant, and would make a much better way to rotate and align objects in the object modelling view (and would save me a lot of time and frustration).

The other feature that would make life a lot easier would be saved views.  one of the reasons I like animator is because of the perspective free orthographic view, which is great for producing figures and buildings in an RPG game.  Basically you don't want perspective in a top down tiled RPG.  Usually what I do is to select ortho view, then use the Arc rotate button to rotate the view so that it is square to the view finder (i.e. a cube will have its sides invisible due to being at right angles to the screen view if that makes sense).

All good and fine, but sometimes I forget to deactivate the arc button and then as soon as I try to do something the view rotates to a completely different angle.  Also because the point you have to place your mouse pointer on to rotate on one axis only is so small, sometimes I rotate in three axises by mistake.  And this is where the problems begin, because unlike all the other views, I cannot reset the Ortho view back to defaults if something goes wrong - I have to completely restart animator then go through the whole tricky business of getting the viewport exactly right again.

So it would be nice if we could have an option to save and recall viewport settings, i.e. angle of view, rotation etc.  That way when I go to render the latest buildings or characters, I can just click on my saved view button, and the viewport automatically sets up the view I need to maintain consistency in my game graphics.

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