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Messages - Water Music

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1
General Anim8or Forum / Re: Transparency question
« on: May 13, 2016, 12:17:00 pm »
I don't think I've ever had Anim8or-created materials work when I've exported to any other program, regardless of what it is.  When I'm planning on exporting I'll usually build the model in Anim8or, but all materials and animation are done elsewhere.

2
Anim8or v0.98 Discussion Forum / Re: Feature Request Thread
« on: March 31, 2016, 02:41:45 pm »
Slex: I have a mouse with a slow-down button at the thumb, which is incredibly useful for this type of work.

3
Two things would be nice for this:  1) being able to set the scale of the Anim8or units in object mode to cm/m/km or inches/feet/miles 2) being able to set the xyz scale of an object in scene mode. 

4
Anim8or v0.98 Discussion Forum / Re: Feature Request Thread
« on: January 14, 2016, 04:05:49 pm »
Assuming the root of the bone is the origin and the bone moves in the positive z direction, the obvious center for x and y scaling would be the line where x and y equal 0, i.e. away from the center of the bone.  The trick is what to do with vertices that are influenced by the bone that have a negative z value.  Do they stretch behind the bone?  That could throw the joint off.  Do they not stretch?  That could throw off the proportion of the limb.  Do you take the most negative z value vertex influenced by the bone as the 0-stretch point and stretch out from there?  That might cause joint problems as well.  I don't have a good answer, I think you'd have to experiment to see which works best.

5
I use joint limits so I can make sure that the bones move in the correct direction.  I don't mind getting rid of them so long as there is an easy way to select which route a bone takes to get from keyframe 1 to keyframe 2.  Could be a tie-in to have a window for more advanced speed controls (graphing the acceleration/deceleration between keys, etc.).  The trick, of course, is getting all of that in an unobtrusive top-level interface.

6
The trains are too convenient for me.  Start a vacation thread when you get back and let us know where you went.  My family's Venet, so we tend to stick to the north :).

7
Be careful, the drivers are actually trying to hit you ;)

8
I always default the bones -179 to 179 to make sure there aren't any weird pathing issues, i.e. going the wrong way round to get there.  I'd personally prefer that as the default, but that's just me.  I'm not sure if that's even a problem anymore, though, as I never set "no limits".

9
Ongoing Anim8or Development / Re: Figure Editor Design Question
« on: March 22, 2015, 11:02:33 pm »
First, thank you again for all of your work, Steve.  These days it seems that Anim8or updates more often than I get a chance to actually go on it.

I haven't altered the default angles to date, but if your default pose button allowed me to set what those default angles were I probably would.  Sort of like with the morph targets where one sets the morph on and moves vertices around, one could set the default pose editor on and rotate the bones for it manually.  Logical follow through:  one could set a number of different common poses for quick keyframing in sequence or scene mode.  A bit more forward thinking would be to have the ability to import a default skeleton, with the ability to set a standard set of sequences on that base skeleton that could be tweaked a bit for individual models.  Human skeletons are all pretty similar and walk sequences don't differ much -> import, tweak, weight, done.

A pose button would be fantastic, but there are a few ways you could do it.  A pose button, as you've said.  A free-form test button/mode where you drag a bone around in real time to see how the mesh reacts.  TestX, TestY, TestZ buttons where the selected bone slowly oscillates through the full range of motion in the given axis (phrasing, boom).  Or a test button that does the same thing but for all three in some way.

Just some thoughts.


10
Ongoing Anim8or Development / Re: Big Changes to Point Edit Tools
« on: February 08, 2015, 02:43:59 pm »
Has anyone else noticed problems trying to select vertices on subdivision models with smooth shading enabled?  I find it works in wireframe mode but not smooth shading.

I'm also finding the non-uniform scale tool to be a bit erratic when only selecting vertices, particularly when trying to bind it to a specific axis.  I'm finding that it sometimes works, sometimes doesn't, and is consistently ignoring the xyz axis buttons.

11
Can also confirm crash when scaling groups.  One subdivided object in the group, if that helps any.

12
I'm a pretty weak programmer, and of course haven't seen Anim8or's source code, but there are a few extra brains here at your disposal if you want any help if you want any help with the IK logic.  Just let us know what you need.

13
Ongoing Anim8or Development / Re: Layers
« on: September 25, 2014, 01:36:42 am »
I'd add to that to keep the layer consistent when doing conversion to subdivision and the like.  Since we're on the subject.

14
General Anim8or Forum / Re: Better shoulder deformation?
« on: September 11, 2014, 08:54:32 pm »
Getting nice-looking joints that work at all angles is the hard part of this game.  To start, I'd recommend minimizing the number of vertices right at the joint.  For the parts of your model that stay fairly static you can load up as much detail as your system can handle, but at the joints the fewer points you can get away with the easier your life becomes.

Another common issue with the shoulder (even amongst professionals) is to place too much emphasis on the upper arm bone, and not enough on the clavicle.  You will notice that if you keep your collar bone down you can't raise your upper arm  much more than parallel with the ground.  The same is true with your modelling: if you spread extremely high motions of the upper arm over both bones you will significantly lessen, but not entirely remove, the difficulty of getting uniform volume in the joint.

The last thing is to bias the shoulder opening on the body and the upper arm to favour a forward motion with the arm, since the arm rarely goes very far backwards.  I hope that makes sense, as it's a bit hard to describe.  Basically if your body was a rectangle and your arm was a rectangle coming out of the side, then where they meet the back vertices go out to the side more than the front vertices do, and you will keep more volume in the shoulder as the arm swings forward.

As I said, it's tricky but hopefully this will at least get you started.  And I, by no means, consider myself an expert on the subject.  There should be some tutorials out there on the web, somewhere, as this is a very common problem.

15
General Anim8or Forum / Re: Blenderize me, but why?
« on: July 05, 2014, 04:28:08 pm »
Blender used to be an awful mess, imho, but they've cleaned it up quite a bit. I still don't care for the design, though.  Anim8or has a great layout and it is easy to quickly find what you are looking for, but it is still missing a few pieces of what I would call essential functionality - which has to be replicated manually or simply can't be done at all.  IK, exporting sequences, etc.

I think the modelling tools are just fine, since I end up manually placing each vertex anyway, but the animation tools could still use some more work.  It's coming along though. I get so little time for 3d adventuring that Anim8or suits me fine most of the time.  Sooner or later you will find that you need a feature that isn't in Anim8or and Blender can be useful for that.  Blender is very feature rich and can do some very nice things.  I just generally find it irritating.

Overall, I'd say that Anim8or is a fantastic place to start to get the fundamental concepts of 3d down.  That may be all you need, depending on what you are using it for, but if you are spending a lot of time animating and want something more robust I'd say to wait till LightWave goes on sale.  Everyone has their own preference, and you can do trials of all the professional grade programs out there, so maybe use Anim8or till you know how to get from point A to point B and then test the others out to see what you like.

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