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Messages - Phester

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Finished Works and Works in Progress / My Starfox Clone
« on: July 07, 2009, 03:28:48 pm »
I've been modeling in anim8or for a long time now. Maybe even 5 years.

Anyway, after three years of a computer science degree and one openGL book.  I've started to do something with the models.  I'm making a game which will be basically a starfox clone.  So far it isn't much and it's not exactly a modeling showcase yet, but I figured I'd link to it and let people know.  I made a little blog for it, so if people want to try it out they can.  There isn't a windows version yet, but there will be someday.

I'm a way better modeler than what you see in the game, but I kind of want to give the game a retro feel, so the modeling will be pretty low poly and simple, but hopefully the gameplay will be good and people will enjoy it. 

I'm just doing it for the experience.  If I want to break in to the games industry, they usually want a couple of years experience working on games, so this is how I'm getting it.

Also I'd just like to say that my little foray in to openGL has really shown me how amazing a piece of software anim8or is.  Steve must have put an unimaginable amount of work in to anim8or to make it what it is today.

Thanks for reading.  Comment away if you'd like.

The subject says it all.  It would be nice to have an edit multiple bone limits button or functionality.  When I make a figure they can have lots of bones, like say in their hands, and it would be nice to be able to just select a group of bones and set their bone limits to be -90 and 90 instead of clicking each one and setting their bone limits individually.   This would be extremely useful when dealing with hands and maybe tails because they havea lot of bones with the same limits.  A figure could be moving within a few seconds  and then fine tuned when needed.

I also thought it would be nice if when we edit bone influences we could have the option to view the influence outer radius as a transparent shape with faces instead of just the wireframe.  This way it might be easier to see what is captured in each individual bone influence.  This would have to be something that could be toggled.

Neither of my things are essential in any way, they'd just be nice little things to make rigging a tad bit easier.  I bet the first one could be done with a script.

Thanks a bunch for anim8or Steve! I've been anim8ing steadily for 4 years now because of anim8or. Its by far one of the best pieces of software available both free and commercially.

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