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Ian Ross has just released a book on Anim8or. It's perect for a beginner and a good reference for experienced users. It contains detailed chapters on every aspect, with many examples. Get your own copy here: "Anim8or Tutorial Book"

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Messages - Nellucnaiv

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The difficulty I faced with this one was getting the wings to fold and behave as naturally as possible.

Meet JESPA Vintrix was my most intensely challenging animation yet.

General Anim8or Forum / Re: Figures and Named Com Parameters problem
« on: August 23, 2022, 07:39:24 am »
Thanks for your input Johnar.
You're absolutely right about saving sequentially. We know we must save and backup but...need to keep reminding oneself of the importance! Fortunately, I managed to get all figures, sequences and scenes functioning....and I backed it all up! 😁🙏👍

General Anim8or Forum / Figures and Named Com Parameters problem
« on: August 22, 2022, 09:15:30 am »
I have 6 figures I'm working on and have added objects to bone descendants. I am a strong fan of using weights and have used weights on all figure attached objects.
I have never edited the standard "namedobject01", "namedobject02" etc parameters but got myself into a real muddle.
Since renaming some of them, all figures work fine in Sequence mode but in Scene mode, some hands and legs are working while marching through stationary bodies. When I get the bodies working by renaming them, the legs and hands don't move. Some heads move with their bones while others have clothing swaying through them.

Everything was working until I fiddled with "namedobject".
Trouble is, I don't know what the names were originally.
I have skinning and weights enabled.
Just not quite sure why Sequences are all working but in Scenes movements with bones are all muddled.

Does anyone have an answer as to what the problem could be? I also tried renaming "namedobject" to the actual name of the objects but to no avail.
I'd greatly appreciate any advice.
Thanks in advance!

General Anim8or Forum / 4 x faster Render Time using Scanline
« on: August 04, 2022, 02:46:12 am »
Hi all,

I always render in 16:9 at 1280 x 720.
In Scene mode I simply set my movie image size to 640 x 360 and then when I "Render Movie", I simply change width and height to 1280 x 720 in the boxes before rendering with full frames and No compression. The rendering is super fast with no lack in quality.
It works!

General Anim8or Forum / Exporting a Morphed object in Scene mode
« on: July 19, 2022, 07:29:22 am »
Does anyone have a way to export a morphed object, (in its morphed state), as a .obj from a scene frame?
I'd like to compare "morphoffset" to the original unmorphed object. A script would be ideal for this. Basically I'd like to be able to get an output of differences in XYZ point numbered coordinates.
I've never written an ASL script but would love a go at it. I know it's pretty complicated if you know nothing about writing scripts. Anyone have any advice or ideas on the most efficient way to achieve this?
I thank you all in advance for any input or feedback. 👍

General Anim8or Forum / Re: Texturing the inside of an object
« on: July 15, 2022, 11:54:13 am »
Thanks so much for this and your time.
I've often seen the 2-sided materials dialogue box but never tried it. It's time!👍

General Anim8or Forum / Texturing the inside of an object
« on: July 15, 2022, 09:51:09 am »
Hi all,
After a long time of really struggling with texturing objects, I managed to finally come right with UVMapper which creates a beautiful, flattened texture map of any mesh object. Saving the object ensures that it fits the object, (in .obj mode) perfectly.

I am constructing a head at the moment. The 3d map fits perfectly on the outside.
What I wish to do is texture the entire inside faces of the head a uniform dark grey so that when the mouth opens it looks fairly natural behind the teeth and opening.
Up until now, I have been using a "shield" behind the mouth to cut out seeing the back of the head...but it's all additional points, particularly when one is trying to work low poly. I have tried using the "face selection tool's in object mode but find whether I set it on "Front" or "Back" faces, it still highlights some of the outside and inner head.
Is there a way to apply a solid dark grey colour only to the inner head and map the outer head in the usual way? This would save using a "shield".
I thought of perhaps creating a UV map, (precisely the same as the outer one, but solid dark grey) but not sure if it's the right though or how I would apply it separately to the outside? As always, I'd really appreciate any help or advice. I really love this Forum! Thanks.

Just to update you Kevin, you're a Master!
As you said, your "NiftyTool" puts the new morph target out in a split second. You created an awesome tool!
Great job! It works beautifully and no glitches.
You've made me very happy.
Thanks for all your efforts! 🙏👍

Thanks so much Kevin! You're an absolute genius!
I don't take anything for granted so I am humbled.
I have tried some of the newer versions of Anim8or but stil like 0.98 for its simple interface.
I'll definitely download the update!
Thanks again!

Hi Kevin,
I have attached 2 morph attempts in a zip folder.
The first noted that it was successful and output an ersect file but the second with all frames checked the same and the object named "Lady", there was no output.
Thanks for taking the time to check my morph_int.an8 files and the one output ersect file. I appreciate your time!

Thanks for taking the time to respond!
And thanks for the updated info.
I'll get my file and attach it for you tomorrow. Thanks for your willingness to take a look at it. I appreciate it!

Hi there,
My apologies for taking so long to respond.
Thanks for taking the time to correct the errors I found.
The Anim8or ersect file opens normally and all the morph targets are there, including the newly created one.
The only thing is it doesn't work. When you click on it, it stays in the "none" rest position, even though it shows the name of the new morph.
Could I send you my Anim8or ersect file?

Sorry to be a pain but I see that a lot of the opening and closing () are missing next to coordinates too.
I'm sure you'd like change that when you have the time.
It's still amazing how it calculates the coords so fast!

I beg your pardon, I didn't have the Morphs keyed.
It processed in 1/2 second! Amazing!
I then tried a head model with 3 morph targets and 6400 points, keyed all 3 on frame 10 and it processed it in 1 second!! Astounding!!! Well done👏👏👏👏👍
It showed an error loading the ersect file but I opened it in notepad and quite a few numbers are in for example: 2.54E5 format instead of 2.4500000.
Easily remedied by pasting into Excel and copying and pasting back into the script.
Thanks so much Kevin! This is going to be invaluable!! 🙂

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