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Messages - johnar

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91
General Anim8or Forum / Re: Odd (To Me) Behavior Of Normals
« on: November 13, 2020, 01:23:42 am »
Quote
No sense cluttering up the community board with my little issues.

 Not so. The community board is made for asking questions, and discussions etc can be helpful for more people than the person asking the question. For example, 200 views on your 'Possibly Dumb Questions' thread. Of those 200, there's a good chance that others have wondered about the same issue.
 The anim8or 'community' can be really helpful, and eager to do so.
 I know some things about some things, and near nothing about others. Asking questions here will receive a greater breadth of insights, ideas and experiences etc..

 Another truth here is that i live at the end of a valley in the south island of new zealand, where mobile internet is not only expensive, but can have dodgey reception at the worst possible times. I rarely check emails, (once or twice a week), but visit here every time i go online, so this is probably the easiest and most efficient way to communicate.
 
I don't have instant messaging or anything like that.Yes, i'm an old codger too.


 BTW. to add different materials to different parts of a model, go to object edit mode, select the material you want to apply, then select the faces which you would like to add that material to, and click 'apply'.
 Really easy, and don't forget about the anim8or manual as well.

92
General Anim8or Forum / Re: Odd (To Me) Behavior Of Normals,
« on: November 12, 2020, 04:19:38 am »

Not perhaps a geodesic dome, but a dome none the less.
 Did this one quickly, as described above.
 Not what you're after, but might inspire an alternative to cutting and joining solids.
 Just a thought, anim8or has some pretty cool modelling tools, and a reputation as one of the easier modellers to use. 

 

93
General Anim8or Forum / Re: Odd (To Me) Behavior Of Normals
« on: November 10, 2020, 01:14:36 am »
Hey Old codger.

In object EDIT mode, drag=select the half sphere.
 Now find the INSET button on left toolbar. * (Shift-I)
 Left click on selected half sphere and drag a little to change width of 'girders' (?)
 If that's what you mean by girders.

Edit: If you're happy with that, then i have another suggestion.
 Before creating the girders, (inset tool) hit your selected half sphere using the Shell button. (shortcut 'u')

 That'll give your dome some body.
 Try using shell tool 'after' the 'inset' tool, for a different, perhaps interesting, result.

94
General Anim8or Forum / Re: Possibly Dumb Questions
« on: November 10, 2020, 12:58:57 am »
To move the axis of an object, select the object and set tools to this:


 Use wireframe view.

95
General Anim8or Forum / Re: Size Control
« on: November 04, 2020, 11:53:58 pm »
Hey there,

 I'm not sure of default object size in blender, but with poser, and i'm assuming with daz, the models are tiny.

 One way of working it out would be to import a poser, (or other), model into anim8or and use the size as a reference. You may need to convert the poser object into .obj format first.
 Or, export anim8or object as .obj file, and import into poser, or other app.
 Trial and error.

 Anim8or itself is a fairly powerful piece of kit. You may find it good for what you want anyway, and not need to use any of those other programs?
 .obj format is fairly common, and can be used for moving models into, and out of, a variety of software packages, including anim8or.

96
Finished Works and Works in Progress / Re: older recent test
« on: October 23, 2020, 05:21:45 am »
daren_Anim8or
 You have some really cool stuff, i especially like your characters, and the excellent variety of tests which you've posted.
 Some of the walking, especially the 'mannequins 2110', is exceptional.
 Did you use IK on the manneqins walks, to keep their feet from sliding?
 Really good job, and good to see.

97
Finished Works and Works in Progress / Re: Another super exciting episode
« on: October 07, 2020, 08:14:20 am »
ok.
 I havent really used targets much.
 Often workarounds can be found tho.
 Or maybe you've already found a way to do it, and are looking for an easier way.
 Not sure exactly what the 'required illusion' is, but good luck, think outside the box, there could be another answer.

98
Michel
Huge effort. And thanks for the subtitles.  :)
  The graphics and animation are awesome, the whole thing is really excellent.
 Love it.

99
Finished Works and Works in Progress / Re: Another super exciting episode
« on: October 06, 2020, 05:31:04 am »
 
Quote
I'd still like to see a way to attach a target to a bone

If you're meaning something like a character picking something up, (ie: weapon), and then carrying it around, and then even putting it back down, or throwing it away and picking up something else, or that kind of thing, then the best workaround i've found for that involves using 2 or more identical files or/and identical characters.
 Save extra copies of the wip, as you go. The trick is to actually attach the object to the bone in figure mode, and make sure you keep a saved, up to date, identical copy with the figure without the object attached. (usually the file without the object attached, is the main 'starting' file, and the eg; 'holding gun' file is the more 'secondary' file.)
 Then it's just a matter of rendering the video either with or without the object attached. Takes some thought, and save extra files of each, but definatly works.
 But maybe you're meaning something else?

100
Finished Works and Works in Progress / Re: Another super exciting episode
« on: October 05, 2020, 02:02:19 pm »
I've just realised that if i watch on youtube i get sound, but not if i watch it through the anim8or site.
 Much better to watch with sound.
 Speaking of 'better', Some Guy in Space is just getting better and better.
 Even tho there's no real storyline going on, i notice that you're trying new things, which makes it more interesting. And the things that you're getting more practiced at are looking more and more fluid and 'comfortable'.
 My favorite part in this clip was at the beginning when he comes through the curtain and holds his arms up to the applause. lol. classic.
 Also thought the introduction was really good and the clouds drifting past the title. Those little extra, creative details really make a difference.
 All in All, a big thumbs up to 'Creative Boredom Productions'.

101
Finished Works and Works in Progress / Re: Back to the dummy
« on: October 01, 2020, 04:57:30 am »
for your last 2 questions:
Quote
attach a figure to another figure
and 
Quote
select 5 bones then set same length

 Not that i'm aware of

102
Ongoing Anim8or Development / Re: Sound in Anim8or
« on: September 30, 2020, 07:45:29 am »
 Hi steve
 Have been really busy of late. Sorry i haven't had a chance to try 1393 yet.
 Thanks for all your work, and keep well.

103
Finished Works and Works in Progress / Re: The antagonist
« on: September 30, 2020, 07:41:33 am »
Keep up the good work bayinghound

 The last scene, when they're heading into the ship, the walking looks near perfect. (no sliding).
 With all this animating you've been doing, it looks like you're picking up some tricks. (it's getting easier for you)

 

104
Finished Works and Works in Progress / Re: Back to the dummy
« on: September 30, 2020, 07:31:37 am »
Hi Kevin,
 I thought the jump was really good. If i may suggest, take out some frames as he is getting up to the halfway point on the table, just to speed him up a bit as he's mounting the jump, and multiple keyframes to hold his position on landing. Ie: Move and key his 'position' on each frame as soon as he hits the floor.

 Some answers maybe:

1)
Hands are definately easiest to animate in sequence mode. Make a whole lot of hand 'poses' and export them into a folder for future use with that figure.
 A 'pose' meaning a 2, (or 1) framed sequence. Then its only tweaking of hands/wrists in scene mode when needed.
2)
Quote
The gizmo for rotating bones is in 2D that's bad if you rotate to any user angled perspective you will still see the gizmo in 2d meaning...you'll get puzzled about the directions of the angles...this will lead to unwanted distortions.
With practice It'll make more sense and get easier. At the end of the day, Green will rotate the X axis, Blue for the Y axis and Violet for Z. The outer ring will rotate the joint around the 'Screens' Z axis, and the Yellow arrows will rotate around the screens X and Y axis.
 I find it easiest to only use green, blue and violet, and from the most sensible view to 'see' the movement on the designated axis.
 Setting limits to bones movements can also be helpfull.

 3) IK controllers can be positioned, and repositioned when necessary, in figure mode.

4)
Quote
Anyone should try animating a rotating wheel

 That's a gimble related thing, i think, and has been dsicussed a lot in the past. You can 'force' the wheel to rotate smoothly, using the right values at the right positions... i can help with that if you're still having trouble.
  5)
 You can hide both the bones and the object, making the figure invisible, and leaving the path visible

 6)
 Solved by Claude

 7) multiple bone rotation.
 Sorry, not sure  if i'm understanding that one. IK is for multiple bone rotation, FK is 1 bone at a time. (?)
 Happy to explain more on anything that still troubles you

105
Ongoing Anim8or Development / Re: Sound in Anim8or
« on: September 09, 2020, 07:05:58 am »
Well done steve
 Can't wait to try it out.
 Thank you.
 Will post some feedback after giving it a go.
 Congrats on getting your head around the programming nuances of sound files.

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