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Topics - Pocketenix3d

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I haven't modeled a character in years, but now that I'm getting back into 3d modeling I figured, why not? I decided to try an anime style "2d" look. I've been playing the Megaman EXE games lately and just decided to make Roll. I found that the rig was a lot more challenging than I first thought. But with some patience, I worked out some decent IK controls for the model. Even using it for facial expressions. While it's not a perfect rig, I can definitely reuse and improve upon it thanks to the export rig option in figure mode. This was a huge learning experience for me (rig-wise as well as learning IK controls).

Let me know what you think!

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General Anim8or Forum / Various rigging discoveries
« on: February 01, 2024, 07:08:49 am »
      So I've been diving deep into this program and getting into the gritty rigging and I have found certain things that are buggy, and some others that can be frustrating.

      • The mirror bone function can be uninuitive. Rather than mirroring along the global axis (like the mirror tool in object mode) it seems to create a mirror copy around the bone pivot. Which means having to tweak it by manually adjusting the bones rotation. Not easy to apply when mirroring many bones at a time.
      • Editing your model while rigging or when a rig is finished with weights has unexpected effects on the figures bone influences. Basically, if you edit a mesh by extruding, deleting parts, or adding polygons, it will destroy weight painting that you have done in figure mode. This doesn't apply to moving, or scaling in Point Edit mode (verts, edges, faces) but if you do anything that changes the surface of the object, then it will ruin the weights applied to the figure it's associated with. In short, you should Never make any surface changes to a mesh once it has been fully rigged.
        • Editing joint limits in Sequence mode makes the bones bend at extreme angles sometimes. This would happen more frequently when i would hit undo, then try to reposition another bone.The previous bone would then instantly snap into an undesirable angle (usually the joint max or min). This would even happen with bones i moved 2 or 3 steps prior. When i tried to remedy this by adjusting or limiting the bones rotation,  it would still occur when moving on to other bones. Basically means although you have the option to see and change a bones limits (min-max angles) in Sequence Mode, it is not advisable to do so. Edits to bone limits should be done in figure mode exclusively unless bones have free or no limits.
        The weight paint brush is not as accurate as it seems. Even when maximizing the diameter to 50, as well as putting the strength to 1 (which should give full 100% influence to vertices), the result will still not completely give verts painted over full influence. I find myself dragging my mouse over a loop of verts about 3 times (like a Scrub motion) with the Max brush and Strength settings, and then go into Sequence Mode to bend my bone to see the results, and about half the time it still isn't enough. I realize the closer the + mark of the brush, means more of the influence, but even when zooming in and getting deeply close to a few verts, it takes about 3 paint-overs, check in Sequence mode, not enough influence, return to figure mode, paint over again 2-3 times, go back into Sequence Mode, still not enough influence, back to Figure, paint over again, back to Sequence, much more influence now. Also in between these operations involves having to select the bone over and over again then right click to get the brush out again. This is a consistent issue and makes the weight painting process very tedious. It makes a workflow very stunted.

      • Sequence mode can be laggy. I like to make low-poly stuff but even when working with a model with <4000 quads while rotating around the model it will get choppy. It is slightly reduced when not viewing the Bones and The objects at the same time, but having them both visible in the rigging/animation process is not only convenient,  but expected. It is definitely not a graphics issue, it seems to be the program itself. (Ive tested on multiple PCs and laptops). This seems to also happen in scene mode. Especially when having the graph editor open which is a very important thing to view when dealing with animation. Whether it is polycount, Bone count, Object count (although i doubt this) the viewport in Sequence can and will get choppy. Even when working with just 1 active viewport.

      I apologize if this seems like I'm ranting (I really like this program). I intent to make tutorials and in the process of applying my amateur skills there seems to be some irregularities. I recently had to redo an entire rig because of the destructive practice of Editing my object after applying weights (which would not be an issue in other software). I'm figuring it all out and am having fun doing so.

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Very simple models (lowpoly) that I put together quickly so that I could practice rigging. I used this program a long time ago but I never got into rigging inside anim8or. However the weight painting is actually very useful! Although somewhat a little too basic, it can still get the job done for simple rigs. Let me know what you guys think!



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Finished Works and Works in Progress / Was bored so I made pokeball
« on: January 16, 2024, 12:23:38 am »


You know I might just start playing with this software again like I did when I was in highschool.

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Okay I know it has been a while since i used this software for animation but this is really embarassing. All i want is to move an object two directions. Up, and then to the right. To be more specific, move the sphere up, have it hold there a few frames, then to the right. No matter what variation i try, anim8or always wants to add these automatic "anticipation" frames to the object before the keyframe position comes into play. Im aware this type of interpolation is useful for objects with bones, but i simply want to move an object in two places without this "windup" effect. I thought selecting the frame and changing the key type to corner would help but it doesn't. Changing the key to step also didnt help. I even tried changing all keys to corner, all to step. first to corner/step then subsequent to smooth etc. You can see in the first image my problem.

Basically ive tried everything and nothing works. I've found a "solution" to getting what i want but it involved copy/paste the keyframes before the ones of the initial movement. Is there a way to turn this interpolation off or "straighten these keys? This seems very basic and i can't seem to find a way to do this other than the mess of extra frames that ive had to shove in to fix my issue. I would rather not do things this way as it seems very intrusive to simply moving an object to 2 different locations. You can see the messy "solution" that i found to acheive the effect that i want.

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Finished Works and Works in Progress / First post here!
« on: June 17, 2023, 09:30:01 pm »
I used to use anim8or back in the day like 2009ish to about 2014. I have recently come back to this program and found that it is now very different, so i'm here to share a creation of mine. I also plan to make anim8or focused vids for youtube in the near future.

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