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Messages - DragonSlayer

Pages: [1] 2 3 ... 8
Anim8or Challenges / Re: Skertch #1 -- [ Model A Mannequin ]
« on: June 11, 2015, 03:46:56 pm »
davdud101, much better! Mirroring subdivision meshes always seemed like something that would be easy for Steve to implement. Someday....

Weird, I've been able to mirror subdivision meshes, and convert mirrored into subdivisions (that remain mirrored). The only tool that doesn't work with them that I've noticed is the add edge tool. (I'm using version 1179)

A short gif like this isn't the best proof, but I'm too lazy to record video of me doing it. I did an extrude, then moved the resulting faces.

Anim8or Challenges / Re: Skertch #1 -- [ Model A Mannequin ]
« on: June 09, 2015, 05:07:46 pm »
I decided to do a spider. I might try to rig it later, but since it's not part of the skertch. It's not in a "standing" pose, so I guess it's in a sorta dead pose.

Took about an hour or two of messing around, with a lot of copy pasta (in a probably inefficient process).

Thanks for the challenge Raxx, it was a fun and quick thing to do.

Finished Works and Works in Progress / Blue Falcon-WIP
« on: April 25, 2015, 09:41:03 pm »
I decided to try my hand at the Blue Falcon. This is based off the GX version, but I have done multiple edits to the general design, like the nose dropping down to make the whole body shape more like an airfoil. Currently at 9893 faces. This is intended to be a high poly model. Also it is not textured at all, just using multiple materials for now so I can better tell things apart. Not sure how I'll go about texturing though...

General Anim8or Forum / Re: 2d animated gradient increase
« on: April 04, 2014, 01:52:27 pm »
Flash, Photoshop, and AfterEffects are obvious go-to programs (though cost a lot). Gimp is a free alternative to Photoshop and does have animation capabilities as well. If you want it to look like pixel art, Graphics Gale has a free version that's really useful, and is actually fairly powerful animation wise. You could even use Paint and the older Win XP versions of Windows Movie Maker (the Vista and Win 7-8 versions are not worth the time). As a joke you could have a picture of a glass on your desktop, and use the free version Fraps to make a 20 second video of you drag-selecting the glass, cause the drag select is blue for Windows (at least in Win 7, I don't know about Win 8 ).

Anim8or can do what you want as well, I would make a glass with a solid object with a sand texture inside, leaving space between the sand and the glass. I would then add a semi-transparent, one-sided polygon, shaped like the space between the glass and sand, for the water. Then use a morph target that has the bottom of the water object at the top of it. Put the object in scene mode, start the object with the morph at "1" and then have it go to "0". Put the camera where you want and go.

This explanation is pretty bad, but if you want to use Anim8or, I would look into "Morph Targets", "Textures", and the "Scene Editor". I may try to give a better explanation if you interested and have more time.

The last computer I had was a Fujitsu with an Intel express chipset for it's graphics, and Anim8or would not run on it under any compatibility mode settings. I believe there are quite a few posts throughout the forums of Intel chipsets like that not wanting to work with Anim8or. For that Fujitsu I was just out of luck, though A friend of mine joked I should've run a virtual machine of Linux running Wine to get it working. Hopefully you'll find a way through with your Dell, but I think the problem stems from your Graphics Chipset.

If this is the case though, running it from a flashdrive won't help, the program is crashing during its initialization, not being blocked by the computer. One way I was able verify that was the case for me was to open the task manager after turning off all safety settings (I disconnected from the internet to protect my computer), select the processes tab, make sure it's sorted by alphabet A>Z, then run Anim8or. The process, "Anim8or.exe" should appear for a bit, but then just disappear. This proves the program started running, but crashed at some point before the client appeared, with the computer not interfering for safety reasons.

Anim8or v0.98 Discussion Forum / Re: Anim8or is not saving properly - why?
« on: February 09, 2014, 11:20:56 am »
Me mixing up names again... I was thinking weights, not influences. So I did a test as well. I made a cylinder and put two bones in it and used bone influences instead of weights. It carried over without a problem. I tried editing the influences in it a bit, adding a sequence, editing the bones, adding it to a scene; but each time the file loaded properly. So I'm stumped. The only thing I can think of, and I'm not sure will help or even be that useful of an idea, is to re-download anim8or and try it again. But again, I'm not sure that would help, as it would be rather weird for anim8or to have been corrupted through download or something, but work properly in every way but loading bone information. :-\

Oh, one last thing, are you the administrator on your computer? I'd think if you were saving somewhere you're not "supposed" to would stop the file entirely, but I'm pulling at straws.

Anim8or v0.98 Discussion Forum / Re: Anim8or is not saving properly - why?
« on: February 08, 2014, 01:44:36 pm »
When you use the "save" option, the program saves to the last edited/opened file. "Save as" saves a fresh file under a different name. Using "save" after using "save as" will cause the program to save in the new file location, like using "load" then "save" will save to the loaded location, even when the file name is "_autosave########.an8". Using the "save" option is fine, you just have to be wary of where it is saving to.
From your first post it sounded like you lost all the progress from the point on from the bone influences. If everything else you did stayed then I'm less sure of what the problem is.

Did you edit the mesh or figure in any way, as many/most every way that does destroys bone influences from what I've done, and heard of.

Did you have multiple files saved including quicksaves? It's often easy to misplace progress if you load or save where you did not intend. Try saving to a new location and opening that file, after making some simple bone influence edits. If it's a saving error with the old file, perhaps anim8or is having issues with the file being partially corrupt, and saving to a fresh file will fix it.

Did other files you have end up with the same problem as well?

Edit:I just loaded a file up of my own, and the bone influences are working fine for me on the saving/loading end...

Anim8or v0.98 Discussion Forum / Re: Anim8or is not saving properly - why?
« on: February 07, 2014, 11:16:57 pm »
Something to check, did you start editing from a quicksave at one point. I did that once and thought I lost progress, but it was saved in the quicksave I had loaded from, because I used the "save" option, not the "save as..." option. If you don't find it in the quicksaves, I would use the "save as..." option to make sure it saves to a different file, and see if it's the save not working right, or if it's not saving to that file. Hope this helps.

Finished Works and Works in Progress / Re: Hatsune Miku Model WIP
« on: December 06, 2013, 11:23:13 pm »
Been working on it off and on, but I got good progress on the hair and thought I'd post it. Because I intend to have the model printed, I wanted to have the hair with a physical texture. The pigtail is not finished obviously, but it will be done in a similar manner to the rest of the hair, then mirrored. The process was quite lengthy, but if someone wants an explanation on how I did it, I will post an explanation. After I finish the hair, I plan on using booleans to make the pigtails be able to be rotated in a socket. I'm also looking into how to make the joints (which do need to be pose-able). I found an old G.I.Joe of a family members that is damaged, so I think I may take it apart to get a better look at how the joints are set up, because they are about the quality and setup I need.

I have no idea what FromSoySauce should do as a tutorial...

Finished Works and Works in Progress / Hatsune Miku Model WIP
« on: November 21, 2013, 09:15:14 am »
Well, I haven't been on in awhile, but over the past year I got a new computer, and recently (as in last week) I popped on the forums to see if anything interesting had been posted; and it turns out Steve's posted an update. ;D

This model is intended to be Hatsune Miku, the Vocaloid singer.

I started this model on Sunday, and been working on it about an hour a day during the week. This is my first decent attempt at a human model, but I still have problems with it. Thumbs and hair are still placeholders, and clothes are not started. This model is intended for 3D printing.

And a shoutout to FromSoySauce; your tutorials on Youtube have been a nice help.

Anim8or v0.98 Discussion Forum / Re: Axis/Pivot point bug .97f
« on: November 20, 2013, 01:25:35 am »
Thanks Raxx. I'll have to keep in mind that it is in wire-frame view only. Please disregard my "bug". If you want to lock this thread then go ahead, and sorry for the trouble.

Anim8or v0.98 Discussion Forum / Axis/Pivot point bug .97f
« on: November 19, 2013, 07:54:38 pm »
I am unable to see the axis/pivot point when I go to the object/axis tab in object mode, and try to move it. The axis does move, but I cant see it. Axis show up in other 3 modes with bones. Though no objects in the modes are showing axis. Great work on the update so far though, loving the mirroring options in object and figure modes.

Intel I5
4GB Ram

Graphics A:
    NVIDIA GeForce 610M
    OpenGL 4.2.0

Graphics B:
    Intel HD Graphics 4000
    OpenGL 3.3.0

Windows 7 64-bit

Edit: Opened Anim8or using my NVIDIA instead of Intel, and got the same problem, so updated my post with both cards.

Anim8or v0.98 Discussion Forum / Re: Features request
« on: April 01, 2011, 11:50:42 am »
one feature i'd like to see, is the ability to copy and paste an object in scene mode, it's really quite annoying when i have to resize an object that is needed multiple times in the scene, i have to resize them all seperately once they're added

or is this already in there? am i missing something?

Man I haven't been on in a while, still can't get anim8or to work on this Fujitsu. Anyway, you can "cheat" to get many objects to scale.
1) Make a "host" object, this is usually the first instance of the object you need to scale. This works best if it is at 0,0 and with no rotation, so if you have different objects that need this but scaled differently, you may need hidden hosts at 0,0 that you can scale for this effect.
2)Scale the host object to the desired size.
3)All the objects you want to have scaled need to have the host object as its parent. When you do this, the object should instantly re-size and not move. If it moved, it's because you did not have the host at (0,0) and it should be at the same distance to the host as it was to the middle and the same direction.
4)Move as necessary.

Hope this helps, bit of a work around but if you have a bunch of the object that needs to be any number of specific sizes in the scene, then this works better than scaling it in the object/figure mode. Sadly you can't copy and paste though.

Finished Works and Works in Progress / Re: An experiment
« on: November 28, 2010, 01:38:56 am »
I really like that top picture. It would work great in a techy type of add or website background... soft things like that are quite common for those types of things.

Finished Works and Works in Progress / Re: Steampunk World
« on: November 28, 2010, 12:46:38 am »
I would like to join in, but anim8or doesn't run on this computer, so I would like to give a few points.

One, in the 1920-30s, we had WWI. The reason I mention is is we are, at this time using the old Vickers and such for weaponry. I understand that steampunk is the thing, but gunpowder was invented around they 800s (at least black powder anyway). Steam probably shouldn't be a way to power guns when the tech for gunpowder conserves the meteor from unnessesary use, when live brass is an effective way to use the native resources.

Two, Planes would also have a chance of being developed earlier with the effective source, assuming that a nuclear winter would take many years to disipate, everyone would have to have greenhouses with lights in them to grow crops. Steam would be very effective if they had the resources to run the boiler with no trees around, and therefore would  hopefully be made more effiecent by necessity. Then the meteor for the new power source after its discovery. Part of the problems with plane developement was having a light, effective power source (like the small engine on the Wright Flyer). You have to carry your fuel... and water is heavy, so using less water for the engine is a good thing.

Three, did you know electricity was at one point a better power source than gas? Until gas engines were made efficient and small enough for use in cars, electricity was used very widely for the purpose. Electricity fell out of use due to the fact someone didn't find a super battery. The meteor could be use in power plants, and energy wired to homes, where the average person would use electricity for their vehicles and appliances. However, the military in the steampunk universe would want to use steam due to the fact refueling is stopping by the lake for two or so minutes instead of plugging in overnight.

Just a few things to think about... Nice work by the way... on what I could see.

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