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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 - MP3D

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General Anim8or Forum / Re: windows 7?
« on: June 28, 2010, 07:10:34 pm »
please read my post on this, you will find it in the topic.

(Running Anim8or on 64 bit Windows 7 (sort of) )..

This should solve the issue...............I hope....

I dont feel like typing it again...sorry...


try this :

1:disable the DEP settings for Anim8or. Follow this link----->

2: see if that fixed the issue...if it didnt go to next step.

3: right click on the Anim8or.exe icon then click on the Compatibility tab.
    then put a check in the box (Run this program in compatibility mode for:        "windows XP service pack 2" )....

4: see if that fixed the problem if not then go to the next step....

5: follow step 3# but this time put a check in the box under ( Settings ) that says: "Disable desktop composition"

6: if that didnt sure what it could be right now....

Hope this helps....


Finished Works and Works in Progress / Re: sculptris
« on: June 17, 2010, 04:43:08 pm »

Thankyou for the link to gscultp. I will be testing it out this weekend.

I forgot to mention to triangulate  your mesh before importing it into scultptris, good catch... ;D


Finished Works and Works in Progress / Re: sculptris
« on: June 14, 2010, 06:58:32 pm »
rellik420,hihosilver  hit the nail on the head (IMOP)....I have to agree with both of them.

But, most people who know me I wont stop untill I can find away to use anim8or with other software. so here it goes.

neodelito said.
i try to import one model (made in anim8or and export to obj) and no god news.

This is the work around for that:
1: before you import your object into sculptris you have to subdivide it a few times in Anim8or.
2: make sure there are no UV assigned to the object.
3: make sure your object has no HOLES!!!!!...these are bad..and will crash the program most of the time.
 this should work..once the object is in sculptris use the smooth tool on it's lowest setting.( be very careful when you use this tool on Anim8or objects.)

hihosilver  said:

The thing is, being an organic modeler I wish it had some kind of a retopologize tool.

only in a perfect world my hope to get this as well......I am looking around for a free retopologize tool or something similar. I tried to see if I could do this in Anim8or at one time. Something like a reference image to model around. I think it would work if I could find a way to turn off the wire frame on the object I am modeling around..but we cant do that. I get confused on which point iam trying to move....also I group the object first so I would move the object iam was using for a  reference.. I pray Steve never takes that out. It very handy to have..

and yes this program has a built in UV mapper and painter/texture...once your finished modeling your object then use the poly reduction tool then hit the paint button....paint/texture your object then export your texture map.... I also have to metion I have used all most every 3D/paint software out there, freeware and demo and this painter is very powerful. and its FREE

My first love is Anim8or and all ways will be.

THE END..................................

ok my book is done, till next time



Finished Works and Works in Progress / Re: sculptris
« on: June 13, 2010, 08:43:39 pm »
poly count is not an issue neodelito, If you find your computer slowing down while sculpting then use the poly reduction tool.and keep going, once you have your finished model then export it and use meshlab to reduce the poly count that you can use...

Its that easy..I am tempted to post a few models I have done but this is not the board for that. (or is it?).....

I have sculpted a model and the poly count was well over 800k....I then used the poly reduction tool in Sculptris..and brang it down to 30k polies () which didnt take long to do)..I then moved it to the texturing side of Sculptris and textured it...then I exported it as .obj..then ran it thru mesh lab.. I reduced the poly count from 30k to 8k with very little geometry loss.....I intend to use the high poly model for normal maps in Xnormal..(which is free program as well). then port them over to my game engine with the low poly model......

If there is a will......there is a way...................


Finished Works and Works in Progress / Re: sculptris
« on: June 10, 2010, 07:34:44 pm » have to use mesh lab to reduce the poly count...and sculptris has a poly reducing tool in the program and does a great job as well. use the reducing tool in the program first then export it in to mesh lab to clean it up....I have been using this program for awhile now and once you get use to it ( IMOP) there's no turning back to a poly modeler for organic models..I love the software and the best thing is no more un wrapping a model for UVS...WOOOOHOOOOO!!!!!!!!

I have tested the models exported in some programs i have to make sure they will work in my game/ movie. This includes
poly count, texture quality, rigging/ weighting and animation. And all came out perfect.

With any new software you try there is a learning curve.

also this software is best for organic can make non organic models but with more work. It is best to model non-organic models using anim8or ( thats my opinion )


General Anim8or Forum / Re: I know this may have been posted before
« on: June 10, 2010, 07:21:50 pm »
another tip is this:

sometimes you have to rotate your object with the acr rotate tool for a bone to move in the direction you want it to move.
I think anim8or should have widgits for bone helps alot!!!


General Anim8or Forum / Re: Question about hebrew fonts
« on: April 20, 2010, 07:36:28 pm »
Hi merolb,

you might want to search for another hebrew font. that will do what you need it to do... there are plenty out there and easy to install on your PC. The thing is, It all depends on who made the font and what options they made available in the font.

hope that helps ya.


This is my opinion on edgeloops. I expanded the mesh a lot so you can see the loops around the mouth...etc....

oh and I played around with your model again and used the (select edgeloop) and i was surprised to see that the whole loop, started at the mouth and went all around the skull and back. I need to use that in my work flow. I am going to study your work flow and see if I can work it into the way I model and still keep my edge loops...


Finished Works and Works in Progress / Re: Blast from the PAST!!!!
« on: April 20, 2010, 06:49:46 pm »
I am sorry BOB_I_Ts and baxter but my website is gone. I can't afford the site right now so I had to let it go.

I remember you from way back when, you were an old member even when I joined several years ago. Your tutorials helped me quite alot(I loved the one tutorial for the mouth, made me feel special when I finished it.) Your tutorials truly helped me in my quest to learn anim8or.

And BOB, perhaps you could try the internet archive, it stored caches of pretty much every website as far back as the late 90's

There's what I got from it.

daniel99 and baxter what you said means alot to me. making tutorials is a time consuming job. And those of us who do make tutorials usually never see a (thank you). Iam so happy that my website helped some one. I wish it was still around for others to use. but right now I cant do it.

I will upload some up to date video's soon so every one can see this old timer's work....lolol......


Finished Works and Works in Progress / Blast from the PAST!!!!
« on: April 19, 2010, 07:25:19 pm »
Hi everyone, There's only a few people here who know me. I guess I am an old timer on these forums and Anim8or.

Soooo!!!! I thought the old timers would like to see some of my old stuff from years ago, I was working on. I have a ton of short videos' to many to post right now. Maybe they will remember some of them. The Olmanmunk movie is on the back burner right now and I am working all my free time on a video game. I have been working on this game for some time now all models except for the buildings and landscapes are modeled in Anim8or. I plain on show caseing my work for C&Cs.

Hope you enjoy the video,  my modeling skills are much better then what you see in the video.. ( I think ).hehe....

This is a Blast from the past... when I first started using Anim8or.


Hi, BOB_I_Ts

I just had a look at your model and the wire cage. I do have a question on why you choose to break the edge loop flow around the rib cage, near the pelvis area? The only reason I can think of is, you are wanting to deform this area for muscle with your plug-in???
but keeping the edge loop flow will do the same thing. Also there is an issue around the mouth area the edge loops break. and at the bottom of the cheek bone there is an edge loop that goes no where.

I am pointing out what I see, and I have no idea how detailed ( as in edge loop flow) you want this model to be for your plug-in.

other then that the edge loops look really clean. ;) ;) ;D

As for the poly count, I believe you are right on the mark for deforming the mesh in any area you want with no problems.

Hope that helps.


General Anim8or Forum / Re: Bi-polar anim8or?
« on: April 16, 2010, 09:41:07 am »
um ....before you go to extremes and partition your hard drive try turning off the DEP feature for just Anim8or. DEP is a feature Vista and Windows 7 has and is used for memory handling, and  DEP will shut down your old programs. I know this from having all most all my old programs shut down/crash on start up. And researching this on the NET.

This is how you do it.
1: Right click on (my computer )
2: click on (Properties )
3: click on (Advanced setting )its on the top left of your screen.
4:make sure the (Advanced ) tap is selected.
5: you will see a button in the (Performance) window called ( Settings )click on that button.
6: you will now see a tab ( Data Execution Prevention) this is the DEP settings. click on that tab.
7:you will see 2 radial buttons click on the second one that says (Turn on DEP for all programs and services except those I select.)
8: you will see a button thats says ( Add....) click on that and now browse for the anim8or .exe and select it. and then click apply.
9: run anim8or and see if that will help.

this will not mess up your programs the only thing you are doing is telling the DEP feature not to monitor the memory being used by Anim8or or and program you choose. you can undo this process by unchecking the box next to the program you added and clicking apply and its back to what it was before you did the change.


General Anim8or Forum / Re: Question: Animating one object?
« on: April 08, 2010, 08:38:19 pm »

very nice software here.

Try it out,,


General Anim8or Forum / Re: How can I reduce poligons correctly?
« on: April 04, 2010, 02:48:26 pm »
us Meshlab. It is very fast at reducung poly count and you can control what areas you want to do this in ...or the whole model


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