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Messages - CrashDrive

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46
General Anim8or Forum / Re: Robin Diversity
« on: March 14, 2014, 05:39:29 pm »
I like the look of your Anim8or logo. It's got a lot of attitude.

47
ASL Scripts / Re: UVTools Preview
« on: February 19, 2014, 06:09:56 pm »
Raxx, I think it would be great if you could find a way of marking seams and unwrapping on
top of what you've done so far. Even if it's just an angle based unwrap only, I think it would really
benefit the new users to 3d modelling as well as a helpful tool for more experienced users.

Like many of us here, Anim8or was the first program to make 3d modelling possible.
Maybe someday your work will help add an 'Unwrap Mode' to the main menu.

Looking forward to seeing what else you're working on and likewise on your Doberman model. 

48
ASL Scripts / Re: UVTools Preview
« on: February 17, 2014, 07:25:23 pm »
So I spent my Sunday making a new low poly game character to try out these UV tools.

I find parametric shapes always tend to get in the way. This is partly to blame because of
Anim8or's unfriendly fixed window system. However, the two window setup seemed to work
the best so I could freely rotate my model without disturbing the UV canvas.
Having only one parametric canvas to work with would save confusion.
At the moment, what can be done is of course limited, but was useful in correcting this model
within the program. Making adjustments to the UV coordinates would also be easier if they
were updated in real time on the model.

Not sure how far you can take this using 'asl scripts' but even a basic unwrapper would
be a good addition to the built in UV tool.

I credit Raxx for the hours spent, once again trying to increase Anim8ors capabilities.

49
General Anim8or Forum / Re: Stumps
« on: February 12, 2014, 01:58:19 am »
Oh my !!!??? I'm defiantly going to have are hard time sleeping now.
Frightening but a good job. :)

50
Finished Works and Works in Progress / Re: X-wing then and now.
« on: February 12, 2014, 01:52:49 am »
I'm sure you feel a sense of satisfaction.
Nice detail and looking much more realistic.

51
Finished Works and Works in Progress / Re: Attack Sub Move
« on: February 12, 2014, 01:48:50 am »
Nice job. Good atmosphere and your animation really brings it to life.

52
Ongoing Anim8or Development / Re: Layers
« on: February 04, 2014, 05:15:31 am »
Personally I find the layers to be a nice addition.
In their most basic form they allow different elements of your model to be
selectively hidden as opposed to copy/paste or the all encompassing 'Hide' option.

I would be in favor of saving the layer status with all layers toggled on during startup.

I don't see a point in having a layer locked by default.

I think layers in figure mode would be nice but less useful then in object mode.
There are several improvements I would rather see happen first in figure mode.



EDIT: Forgot to mention.. as Raxx stated a visual cue as to which layer your selected mesh belongs to would help.

53
General Anim8or Forum / Re: Problems with converting to ms3d
« on: January 30, 2014, 06:09:08 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.

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

Cheers

54
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.




55
Not sure how your rig can be gone by deleting the original object (model).
Don't delete your rig (figure).
I've done this plenty of times without issue. I use Blender for Mapping
and importing and exporting obj. files. Never had vertices issues.

For me, I only work with the object file.
I replace (select and cut) the original object with the newly mapped object.

I never have to touch the rig (figure).
That way it keeps it's original position on the rig.

Anyway best of luck.

56
Make sure it hasn't been modified as per 'Kreator' post.

Don't alter the models XYZ location or size from this point and backup your file.
- Export your model as an obj. file.
- Import it into your favorite UV mapper. Re-map it, texture it, whatever.
- Export from the UV mapper as obj. file.
- Import it back into Animator and copy and paste it to the location of the original model.
- Delete the original and the newly mapped model should be working fine in the sequence editor.

57
Finished Works and Works in Progress / Re: steampunk satchel charge
« on: December 31, 2013, 08:35:47 pm »
Good job. Looks likes this might be some more game assets. Nice job texture mapping.

58
General Anim8or Forum / Re: Stumps
« on: October 26, 2013, 03:48:05 am »
As long as you're happy.

59
General Anim8or Forum / Re: Stumps
« on: October 19, 2013, 05:08:52 pm »
'Cooldude234' , having seen your two previous models from the past, one being the cube robot, I'm
definitely surprised by the complexity and detail of your wrist watch.
I would recommend shifting your textures a bit to try and avoid repetition or use a texture without any noticeable variations.

'Kylesan' I really like the legs. Nice job to all.

60
Finished Works and Works in Progress / Re: Emotigifs
« on: September 01, 2013, 07:58:11 pm »
'johnar' you are an Emoti-Master. Nice job, very funny gifs.

'ianross' As far as free gif makers , Gimp does a great job and VirtualDub is fast and easy although
the individual images will have to be created elsewhere.
I have a standalone gif maker but I prefer Gimp because it can do everything. 

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