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Messages - JunkerKun

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1
General Anim8or Forum / Re: Backface culling?
« on: January 05, 2015, 07:06:54 am »
View->Preferences->Backside needs to be unchecked. However, apparently it no longer does anything. I'll post it as a bug report in the v0.98 discussion forum.

Until it's fixed, you can give it a two-sided material, and for the second side of the material give it 0 trans and 0 spec.

Ah, I've been wondering what this option does. Okay, thanks for clearing this up.

2
General Anim8or Forum / Backface culling?
« on: January 02, 2015, 07:33:18 pm »
Is there any way to enable this thing?

3
The MMB shortcut with Alt+RMB is not longer available. Alt is used to switch to Arc-Rotate mode.I had thought about using Shift+RMB or Ctrl+RMB but those are needed for other functionality. As it stands now you need a 3-button mouse.
Aw...
I really think the combo is needed. Not everyone has three button mouse (yes, that's rare but it happens) or someone may use laptop without a mouse. Or it may be just like in my case - broken MMB. And I don't really have ime to completely disassemble this thing to soilder a new button.
Or at least an option to select it. Really, pushing CTRL+R is not that long to change to arc-rotate mode.

4
I may have missed a lot but...
How do I click MMB without actually having MMB then? My MMB is broken and I don't feel like buying a new mouse...

5
Win 8.1, Build 1115, trying to scale a group of models, get crash.
Not sure if it was reported yet, just decided to make sure it is.

6
General Anim8or Forum / Re: Extrude by value?
« on: October 06, 2014, 09:48:33 am »
So there is a way... okay, thanks. Good to know.

7
General Anim8or Forum / Extrude by value?
« on: October 05, 2014, 03:21:04 pm »
Is there a way to extrude faces by some value?
I need to extrude several models by the same value and I couldn't find that function.

8
General Anim8or Forum / Re: Better shoulder deformation?
« on: September 12, 2014, 10:52:35 am »
Quote
And note what Water Music says about the collar bone. The pose in your screenshot is impossible. You can't lift your arms like that and not have your shoulders come up above the height of your chin.
Yeah, I forgot to lift clavice bones. GOnna do it right now =)

Quote
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.
I try to make the whole vertex count as low as possible - I want to use models in a game later. Aaaaand I don't really think I can cut points near joints lower than now - they would look even more horrible than now.

Quote
There should be some tutorials out there on the web, somewhere, as this is a very common problem
But no tips in general. Almost every tutorial was for 3D Max and they used something that is available only there.

I think the easier way would be to cut arms completely and make them "Tomb Raider 1 style". I wonder what should I hide the joints with though. Shoulder pads?
Anyway, thanks for the help. Will try to make something about those joints...

9
General Anim8or Forum / Better shoulder deformation?
« on: September 10, 2014, 02:19:43 pm »
Hey there. I have a problem that is, I think, called "candy wrap effect". When I rotate a shoulder bone the skin gets wrapped around it. I haven't found a good solution yet. Maybe someone here has ideas?

The second screenshot shows the problem and the first one shows my rig (oh God, it's a baaaaad rig).

10
General Anim8or Forum / Re: Using bone as parent in Scene mode?
« on: August 21, 2014, 05:56:11 am »
Thanks for clearing this up, guys! Guess I'll have to stick with duplicating figures.

11
General Anim8or Forum / Using bone as parent in Scene mode?
« on: August 20, 2014, 02:28:19 pm »
Is it posiible to attach an object to a bone in the scenes editor? Because making another figure just to add an object in character's hand looks... inconvenient to me.

12
Sorry, I forgot to ask also, did you rename the new mesh to exactly whatever the old mesh was named as?

Uh... no? :V

Quote
If you use 'Weights' instead of 'Bone Influences' you might want to try this.

After you have imported and replaced your object, go to figure mode.
Select the 'Multi-bone skin' button, double click your object and set to 'Bone Influences'.
When the envelopes show up, double click again and set to weights.
I rarely use 'Weights' in Anim8or but I did find a problem after importing with them.

If this doesn't help...a little trial and error works wonders.

I'll try it, but weights are more comfortable for me. I don't feel like setting influences, it's easier for me to just paint weights.

13
General Anim8or Forum / Re: Problems with converting to ms3d
« on: January 30, 2014, 06:52:53 pm »
To retain the weights in Milkshape, you need to export your Anim8or sequence
with weights enabled in figure mode.
Also I free all bones in the 'bones parameters' to make sure none are oriented at weird angles.

I've had no issues with this conversion, however touching up the weights in Milkshape is a must.

Yeah, I got it after trying different things for an hour or two. Also found out that every bone has to be keyed.

Quote
Edit: Just wanted to say, from what I can see of your model, it looks great.

Cheers
Thanks! :D

14
Yes I did. I managed to make it through the notepad trick, but no success using your method.

15
First, I apologize since I sent my last response from my phone and couldn't verify those statements 100%. CrashDrive is correct, Anim8or's figures still point to the mesh in the object, so long as the name of the mesh is the same as the original.

I finally got on my computer and tested it to see about the vertex indices bit. I exported a shape to .obj, and loaded and saved it using Blender, UVMapper Classic, DeepUV, and 3DCoat. All of the programs seemed to retain the same vertex indices except for DeepUV, which was my primary unwrapper for many years...it explains why Kreator and CrashDrive had no issues with it when using Blender and UVMapper, versus my experience with DeepUV.

So in a nutshell, most programs will be ok with you importing their version of your mesh and swapping it with the original -- you don't have to do the notepad trick.

Well the fun thing is - I didn't even unwrapped the mesh, I just exported it and imported again and it didn' quie work :V

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