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Topics - 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 / 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 / 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.

Hi all,
I have often used 0.5 value of one Morph Target and 0.5 of another combined in Scene Mode...or even 0.1 to 0.9 value. The resulting combined Morph Targets are often just the shape I am looking for.
Is there a way to save this as an added Morph Target in Object mode?
The way I understand it is that a mesh is a lot of points that run in the background in a scripted fashion and each Morph Target is a change of coordinates and stored.
I was wondering if there was a way to perhaps export the Object in Scene Mode, pick up it's coordinates and somehow enter them in a script fashion as a "Morph Target New", or is there a way of finding the background script for Morph Targets in the background of Anim8or?
I'm sure many people using Anim8or would love to be able to do this.
I thank you for any responses in advance 🙏👍

I know this question has been asked many times over the years on Anim8or but Bitmap files are great at 24 bit depth but an image 3072 x 2048px comes in at 18MB. The same image in 24bit Jpeg comes in at 1,6MB. I understand that jpeg is compressed and lossy, whereas PNG and TIFF files are much smaller than Bitmap and produce high quality images. Using Bitmap makes Projects very large.
I hope and trust their is PNG or TIFF support?
If not, does anyone have a script that will induce support?
Thanks in advance for any input! 👍

General Anim8or Forum / Walk Sequence Copying Positioning of Figure?
« on: June 10, 2022, 10:06:22 am »
Hi all,
I have developed a few Figures and made walk Sequences for them. The walk Sequences have come out pretty realistic looking.
To get as close as possible to correct, I import the Figure and Sequence into a Scene, create a Scene Length and starting and finishing points for the walk, according to number of steps.
Using the Y-Axis, as the figure progresses along the straight line, I manually move it up and down to keep the feet landing on the ground and it looks pretty authentic.

However, if I import another figure into the Scene, (even with the same walk sequence, I have to go through all the positioning again.
Is there a way to copy the position points of one Figure and paste them into the sequence of the other figure?
With Edit button Off, I could then simply move the whole path to be next to the other Figure. Can it be done? Can Paths be copied to use with other Figures in a Scene?

I would greatly appreciate any help or advice as I sometimes have 5 characters walking next to each other and it would greatly reduce editing time.
Thanks in advance! 🙏👍

General Anim8or Forum / UV Mapping, Lithunwrap and Blender
« on: May 03, 2021, 03:18:40 am »
Hi all, it's been a long time since I've been on here but I'm back into Anim8or and loving it as always.

One problem I've constantly had is UV Mapping with Image Textures. It's easy enough to insert a jpeg image into diffuse in a material and finally apply the material to the object but it looks great from one angle and is stretched and blurred at other angles.

I downloaded Lithunwrap and have used it before but whichever Planar or other map I save never fits my object on default and even when I move it with the UV button pressed, it still comes out in a combo of clear and smudged.

I tried a Blender video tutorial on UV mapping and tried to follow all instructions exactly but can't find where to export the model, (including the textured UV Map), as either a .obj or .3ds.

All I keep getting is the Unwrapped png without the texture.

If anyone has advice or knowledge on this complex topic, I would really appreciate it!

I feel it's one of the more important aspects of animation as it can make or break an otherwise good model.

Please help!! :)

Thanks in advance...

General Anim8or Forum / Using reference images in sequence mode
« on: November 14, 2019, 07:44:44 pm »
Hi all,

Is it possible to use reference images in sequence mode for accurate bone movement for various things. I'm doing a human walk sequence and think I will find it a lot more accurate to use reference images for accuracy.
Any input will be appreciated!

Thanks in advance,

Anim8or v0.98 Discussion Forum / Reference Image in sequence mode
« on: November 14, 2019, 07:40:49 pm »
Hi all,

Is it possible to use reference images in sequence mode for accurate bone movement for various things. I'm doing a human walk sequence and think I will find it a lot more accurate to use reference images for accuracy.
Any input will be appreciated!

Thanks in advance,

General Anim8or Forum / Animating Bees wing movements
« on: November 16, 2018, 05:19:39 am »
Hi all,
I am in the process of making an animated bee. Everything is going very well except for the wing beating. In real life they get up to 250 flaps per second. Using one frame up, one frame down it looks like the wings are vibrating in a fixed pattern looking like they're both up and down. I have a nice veined wing pattern and am using diffuse and transparent texture which looks very realistic. Impossible to cram 250 frames into 25 frames per second. I tried doing 800 frames and then speeding it up 8x in my editor but it still doesn't look right.
Does Anim8or have a motion blur setting or does anyone have any advice on how I can go about this?

Thanks in advance!

Hi again all,
I seem to ask a lot of questions but I want to learn all I can from all who are willing to share. When creating scenes containing elements with lots of detail, I am aware of the need to keep the poly count as low as possible without jeopardising visual quality. I am currently busy on a project requiring lots of bush and foliage. Some will never be viewed up close but I've tried about 6 different methods of creating a reasonable looking low poly bush but it looks very unrealistic. To get a simple bush looking really realistic one would need in the region of 30 000 points which is undesirable. I'm aiming at 2000 to 5000 tops.
Does anyone have any suggestions as to how to achieve this?
I thank you all in advance for any advice or methods you can suggest!
Thank you kindly,

General Anim8or Forum / Using Terranim8or for water splash effects
« on: June 05, 2018, 08:40:55 am »
Hi all,

I have been using Anim8or almost daily for the past past year and have learnt so much through my own mistakes but mostly from really kind members of this forum. As for Steve, I think your programme is tops and all I use.
I have fiddled a bit with Terranim8or but am not really certain how to use it to its full potential. I believe it's excellent for small particles.
I need to create a water splash/spray effect for a fish jumping in and out of water and also a sand moving effect for a worm coming through soil.

I was told that Terranim8or is the choice here?
Am I right? I'd really appreciate any advice as usual and also ask if there's any kind of manual or tutorial available for it?

Thanks in advance,

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