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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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Messages - Gyperboloid

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General Anim8or Forum / Re: Creating edge loops
« on: March 15, 2022, 05:32:04 pm »
I'm kinda late, but since it's never too late... ;)
If the goal is to create an edge loop and not just to connect edges, if the topology ofcourse allows to do so , use the Quad Ring Select command from Edit->Select menu and then use the Connect Edges command from the same Edit menu.

Finished Works and Works in Progress / Re: About further development
« on: September 08, 2021, 11:50:35 am »
Yeap, Russian scholarship is hardcore.  :)

Well, actually, you are talking about Non-uniform scaling. Some via menu single axis factor control would be handy, yes ( custom editing for some other parameters/ tools also would be great, generally ). But you can use ( I think ) non-uniform scale tool on some particular axis and maybe in conjunction with the SnapToGrid function ( not sure though. Can’t test it now, but I recall there’re some issues with the Scale uniformly and Non tools and the Grid spacing or something ).

ASL Scripts / Re: Complete history of scripts posted in ASL forum .
« on: July 03, 2021, 02:01:01 pm »
Some Anim8or Community legendary members still around ! :) Nice.

General Anim8or Forum / Re: Message to "texture masters"
« on: June 14, 2021, 07:17:40 pm »
UV mapping, unwrapping and such, yes!
 But if you've added texture in Object Editor, to a simple cube you can use the UV tool inside Anim8or?
You need to add texture to all 3 pairs of faces, separately ( Front-Back, Left-Right and Top-Bottom ). So you do it in the Point Editor ( so you work with mesh, not a parametric shape. Convert to mesh if needed) .
-Apply the material with the texture in Object Editor to whole mesh or in Point Editor to all faces. Your left-right, top-bottom sides will be stretched ( the texture ).
-Now, in left or right views, select Left-Right faces and select UV tool ( Enable texture generation... ->yes ). Arc rotate-like widget appears ( yellow color ). Inside the circle , use the right mouse button to slightly move the texture.
-Do the same for the top-bottom faces. In the top-bottom view select faces, then UV tool, but now use LMB inside little squares to properly rotate the texture.

General Anim8or Forum / Re: My own walk cycle
« on: June 11, 2021, 07:19:15 pm »
Haha, indeed, brilliant! Wasn’t expecting that in the end! And the walk itself is well worked.

General Anim8or Forum / Re: How would YOU do it ???
« on: June 10, 2021, 05:23:35 pm »
Yeap, ENSONIQ5, that "direct" beveling doesn't work with the subdivision because of the triangles ( in some cases pentagons ), that " don't  like" to be subdivided.
As for the Extrude tool, yes, it does the job, as you mentioned, when changing the size of the object is not a problem. Althtough, with the use of shortcuts ( all available ), edge loop ring selection in conjunction with edge connection is pretty fast routine. Any other tool, which deals with edge loops is a way to go ( Extrude, Inset, etc. ). Extremly helpfull whould be if Steve could come up with a tool that would duplicate a selected edge loop and allow the user to slide the entire loop. Something like the Bevel tool, but without changing the geometry. Simply, an " add edge loop " tool.  :) By the way Steve, SnapToGrid doesn't work well with the Bevel and Inset tools ( maybe with some others too )  ::)
After a lot of messing around, it seams that one can't go without the use of subdivision. Especially, about objects that have corners in the manner of those of a cube, overlaping quad loops is the only way to get a clean result.
For example, for a cylinder (and objects that have similar geometry ), which has no corners, its more easy to get that rounded edge, with the use of Bevel tool again. It is not even nesessary to subdivide, since more polygons can be used in the first place ( parameters settings ) . But, of course, a few levels of subdivision add significantly to the overall smoothness of the object.

General Anim8or Forum / Re: Sorry for a possibly stupid question
« on: June 08, 2021, 08:13:57 pm »
You mean attachments? In your posts, images or other supported file type?
If that’s what you are asking, then when writing, below your post there’s “Attachments and other options”  option .

General Anim8or Forum / How would YOU do it ???
« on: June 07, 2021, 11:03:13 am »
OK, "this is it, this is it !"...
Wanted to start this, like, for ages . Being a classic "for ever newbie" I always planned to start a proper modeling-everything-thing learning course ( kind of ), but obviously never did. So, I'm just throwing it on, just like that, at last.
What I'm talking about, is this thread, in which everybody will ( if interested, obviously ) post their way of modeling a specific object. Later , I hope, other disciplines will be added ( rendering, lights, materials, rigging, animatinganim8ing :) ).
Well, some may say that there is bazillion of dedicated sites, forums, information out there already available like...for ever, but this thread will be specifically Anim8or oriented ( dah, weird, isn't it  :D ). While, any links, articles  to any generic modeling relative information are welcome, here will be discussed and more importantly, shown, explained how something can be achieved inside Anim8or, by using its tools. Though, don't be confused: this will not be a kind of a copy of the manual. What to click, where to search for is explained in the manual ( well, most of the basics at least ). Here will be discussed the "proper, more efficient way" of using those tools.
Starting with a very basic, yet important part: "sharp edges".In real world nothing is "really sharp".  How do YOU deal with them, speaking from an artistic modeling approach ( for anything CAD related you usually don't bother )?
The way I do it ( probably the wrong way), is with the use of bevel tool, as is, with poly count being increased at minimum on desired edges or with subdivision involved, but again beveling created edge loops.

General Anim8or Forum / Re: Sport time on Anim8or forum
« on: June 07, 2021, 09:18:19 am »
You post your work in that forum regardless it's duration, in order to keep things clean. ;)

Finished Works and Works in Progress / Re: Wall hanger - An8 to Life
« on: April 26, 2021, 11:18:13 pm »
Wow, cool. Was the second image rendered in Anim8or ? Nice texture on the wood.

Ongoing Anim8or Development / Re: Initial CAD-style feature
« on: March 31, 2021, 06:05:51 pm »
Are there other formats that are bent to specific units?
So, one can use whatever he wants, but also, mm then can fairly be considered as standard, for CAD at least. Total freedom  :)

ASL Scripts / Re: Complete history of scripts posted in ASL forum .
« on: March 31, 2021, 05:58:01 pm »
Hello, just to let you know many among my tool set get replaced by recent Anim8or update from Steve, so use with care, scripted tool don't have any undo support (as far i know)! 
What do you mean replaced ? Due to the latest updates your scripts may not work correctly or what ? Because your post is still there.

Yeap, no problem here also. I've noticed sometimes, depending the object complexity, completely strange things happen ( ex. one tool stays selected and everything else not selectable ). Not a toolset/command bug, but rather a video card issues ?

Ongoing Anim8or Development / Re: Initial CAD-style feature
« on: March 31, 2021, 07:46:22 am »
An8 seems best suited to cm units as far as camera work goes, but I know other games use m as units and some mm as units.

In the end it makes no difference so long as you know the target unit.

Annotations in CAD more would be awesome


Was wondering about Anim8or units from long ago. Lately was messing around with 3D printing and found for myself that Anim8or converts the files exactly according to the metric system units, which I guess is the standard for CAD programs. So 1 Anim8or unit = 1 mm. Though, never was a secret I guess ( not for me :) )

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