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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 - Pincho

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106
General Anim8or Forum / Re: Custom GUI - limited
« on: September 15, 2009, 08:17:48 am »
I just started making some buttons but got bored. I wonder if Visual Basic can edit Anim8or, I used it once to edit Word, and it worked.

107
General Anim8or Forum / Re: Eggplant beginner blues (and greens)
« on: September 15, 2009, 08:16:02 am »
There are two extrude options. One for individual faces going in many directions, and the other one next to it that keeps all of the faces joined together. Your faces are all separated, you want the other one that keeps them joined together.

108
General Anim8or Forum / Re: Custom GUI - limited
« on: September 15, 2009, 04:06:21 am »
Yes, I suppose that the GUI could do with an update, so long as everything stays in the same places.

109
General Anim8or Forum / Re: It wont bend
« on: September 12, 2009, 01:28:45 pm »
You will have to rotate your modifier until it is upside down.

110
It's hard to say when the demo will be ready. I have to share this computer, and really only get the weekend to do most of the work on it. Probably a month.

111
General Anim8or Forum / Re: glowing object
« on: September 09, 2009, 09:08:25 pm »
Well you can put a light inside transparent objects, but I'm not sure how you make the light stretch the length of the whole sabre without it looking spotty.

112
Mostly it is enjoyable work. I used to be a graphic Artist for Amiga games in the 90's, but that was all 2D. I enjoy modelling nowadays, and I am making this nice sequence where you start off miles away from a planet, then as you fly all those miles, you pass these huge ships, and can even land inside them. But the real thrill is flying this long journey, and being able to get right down to the surface of a planet with real 3d environment. Like a huge zoom effect really. The planet surface will match the 3D environment so that it looks completely realistic.

113
Thanks! I will have a demo ready soon.

114
Finished Works and Works in Progress / Re: Space Fighter-ODF JakeArts
« on: September 07, 2009, 09:16:28 pm »
Looks good! You should use it in a game.

115
I started this game in 2002, and have made quite a few games using Anim8or over the years. So what you see here is the progression of the game over many years. The game is a sort of cross between Elite from the 80's, and Star Trek Voyager, or Lost In Space. You are thrown to the other side of the universe, and have to trade your way back to Earth (First World). However, you do not know where Earth is, and with 10,000 planets to choose from, your journey will need to be blessed with some luck. Only a lucky few will ever complete it, as I do not really help in this respect. getting back to Earth will be an almighty challenge....













116
General Anim8or Forum / Re: scaleing issue
« on: September 07, 2009, 07:18:54 pm »
You can scale just points on their own. If you select all of the points apart from the eyes, and the parts around the eyes you can scale everything else around them in the X. Then maybe select the inverse (Invert selection), and scale uniformly to match. Sometimes this will cause a movement in some random direction, but you can move the points back in alignment.

117
General Anim8or Forum / Re: Is it possible ?
« on: September 07, 2009, 07:10:36 pm »
I find symmetrical artwork much easier than actually producing a work of art. If you cut the ant in half, and work on just one side of it, then mirror it you might find it really easy to do.

118
General Anim8or Forum / Re: 3D model of myself
« on: September 06, 2009, 06:33:41 pm »
Thanks.. I'll try WMP11.. I use 9 usually.

EDIT: Still doesn't work. Oh well.

119
General Anim8or Forum / Re: 3D model of myself
« on: September 06, 2009, 02:24:01 pm »
Tried to play the Edge Loop video, and had some problems with it...

In Nero it is upside down....
In WMP it produces trailed images like multiple pointers on the screen.
In WM Classic you cannot skip forwards.

So.. what Codec do I need?

120
General Anim8or Forum / Re: Rendering for 2d sprites
« on: September 02, 2009, 10:19:29 am »
I think that once you set up the scene for your Spaceman, the whole scene can be re-used for all of your animations. I think that the walk cycle can be reused. the camera position, the lights everything. So a single setup will be all you ever need. The whole thing can then be rendered from 1 angle, save this as angle 1. Move the camera, save that as angle 2.. so you have lots of Anim8or files saved for each position of the scene.

I have already used Anim8or plenty of times for game sprites, but one thing I have never tried is re-using a walk cycle on another model, but I think that you can.

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