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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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Topics - exile

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General Anim8or Forum / Walk Cycle With Questions
« on: April 14, 2021, 04:21:09 pm »
Here's a stationary walk cycle - my first one - with a request for some help to graduate to a real walk. In searching the forum, I found a comment about using IK receptors to create a walk without sliding and skating. Aside from that comment I found nothing more about it in the forum or the manual.
I made the simple character following Ian's book and tried to use Johnar's method from his old walk cycle tutorial. I may have even discovered something useful. To avoid doubling the last frame, which is identical to frame zero, I made a key frame with all bones selected on the second to last frame, then reduced the number of frames from 24 to 23. The cycle might be a bit smoother this way, although it's still a pretty rough walk. Also pretty stiff because I don't know how to make the figure rise and sink during the cycle Johnar uses a bone lever system I'll try with the next character. In order to prevent skating, there must be a better solution than using position key frames to try to keep the anchor foot steady. Am I right that there is no onion skinning? Thanks for your patience and help.

General Anim8or Forum / animating phoneme morph targets
« on: April 03, 2021, 02:12:36 pm »
(Version in use: 1400) I finally have a head with phoneme morph targets and a wav file loaded in the scene editor.

Problem 1:  I can't see the sound wave graphic, which makes finding the moment to insert the phoneme morph more difficult. It's hard to find the right frame only by scrubbing.

Problem 2: According to Ian's book, there is supposed to be a phoneme editor accessible through Edit/Edit Phoneme Track. After I choose the character, it seems to add a track as I selected, but then nothing happens. The only way to edit the morphs I can see is with the key value editor, which requires at least a zero frame, a 1 frame and another zero frame for each morph - the mysterious phoneme editor is supposed to automatically put in the zero frames.

Problem 3: After inserting the right morph 3-4 frames too late, I tried to copy the keys with Ctrl+x and insert them in the right place. Ctrl+v did not put the keys back in. When I checked the morphs, that one had been deleted. So I had no choice but to close the program without saving.

Of course the first animation of a voice over won't be easy, but this rate I'll never get it done. Any help will be appreciated.

General Anim8or Forum / Can Items in the "List" be named?
« on: April 01, 2021, 04:28:06 pm »
I couldn't find an answer in the manual or the forum, although it might be there. I've learned that objects can (and should) be named. In the item list I find things like Group 01 or subdivision 12. Is it possible to name these? As always, I appreciate your help.

General Anim8or Forum / UV Map quirks with house
« on: March 24, 2021, 01:19:04 pm »
Tried to "graduate" from mapping a simple cube in UV Mapper Classic to a house. The sides and the roof are OK, but the front and back doors and windows are covered with solid color. Substituting transparent instead of yellow only made the doors and windows white. I doubt if the software is the problem - wanted to try out LithUnwrap, but couldn't find a download site that looked safe. Does anyone have a clue what's going on?

General Anim8or Forum / Materials Library - How To Use Files Button
« on: March 22, 2021, 12:00:57 pm »
Edit of first post, I realized from another thread that a material has to be saved with "file" and not "object" in the materials editor to be easily available in another file. Then if that file is imported into a new project through the object editor, the material appears automatically and can be used. Materials saved with "object" were only accessible with the workaround of copying an imported object, switching back to the new project file and pasting it. Then the material can be applied and the pasted object deleted.
Does anyone have advice on how to build a usable materials library? Would you put several materials into one file to have them all available at once? Is there a way to import materials directly without using the object/import function?

General Anim8or Forum / Newbie Hand Issues
« on: April 27, 2017, 11:14:14 am »
"Smooth_immobile" is made like in the hand tutorial, but with more segments to have space between the fingers. Tried to animate the hand and fingers using the skinning feature, probably there were too many bones, didn't work. "Seamy_joints" is ugly but functional, each finger and the thumb are cylinders attached to their own separate two bones. It opened and closed surprisingly well. Is there a way to smooth over the places where the different objects join?

I'd appreciate tips on modeling and animating hands from more experienced users. (Searching the forum was difficult, because "hand" or "hands" gives all sorts of search results.)

General Anim8or Forum / new to Anim8or - question about beak
« on: April 24, 2017, 10:28:36 am »
Hello from Berlin, Germany, I'm happy to see this community is active and the software is being developed.

I found an old post with the same problem I have, but the answer only says to rotate the square to get it in the proper perspective - that's exactly my problem, which way to rotate? The old post:

i have tried this tutorial from the website, i skipped it when i started using anim8or so i decided to try it to understand the figure mode

it was going well untill i got to the beak, it tells you to make a square (NGon with 4 sides) but on the picture it is in a diamond shapr, like this <>
but when i made it, it looked like this [ ] the red and blue axis lines face the right way, but when i rotate it to the diamond shape, they are facing the wrong way, is there something i'm meant to do? or is it a problem with the tutorial?

thanks for your help

Not only do my red and blue axis lines face the wrong way, even when the view seems right from the top and the front, it is flat from the side instead of extending. There must be some easy solution. Any hints would be appreciated.

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