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An update to Anim8or, v1.00b, is available with a few bug fixes. Get your copy HERE. See the "ReadMe" file for details.

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Messages - Steve

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1
How complex are your scenes? How large are your models, how many, do they use morph targets or are rigged with deforming figures? Also, what CPU do you have?

2
Finished Works and Works in Progress / Re: Some guy in space
« on: May 28, 2020, 12:27:47 pm »
Scary laser sniper!

3
General Anim8or Forum / Re: How big should it be?
« on: May 28, 2020, 12:26:47 pm »
You might consider using two different scales. For long shots 1 unit = 1 cm can be unwieldy. Try modeling your small objects using 1 cm. Use these models in the close ups. Then copy it to another object and scale it down by 10x or even more for use in long shots, or even model a simpler version of it. You won't be able to see small details of small things in the long shot, and using a simpler stand-in will make your project easier to render, etc.

4
Anim8or v1.0 Discussion Forum / Re: Floatinig timetrack on top
« on: May 24, 2020, 12:59:01 pm »
johnar, maybe I'm missing something, but can't you just resize the main window to fit the area on the screen left of the time track? That way when you click on the main window it won't pop to the top.

5
Ongoing Anim8or Development / Re: Sound in Anim8or
« on: May 23, 2020, 05:35:20 pm »
Sound doesn't play when scrubbing. I'm not sure how to do that. I can only play sound at a fixed rate, and not in reverse. I also don't know how it should work.

6
Ongoing Anim8or Development / Re: Sound in Anim8or
« on: May 23, 2020, 10:39:09 am »
Kevin Gales: Are you using a .WAV file or a .MP3 file? Anim8or can play both but can only show the waveform for .WAV files.

7
Nice character, but the penguins seem to be troublemakers!

8
Ongoing Anim8or Development / Re: Sound in Anim8or
« on: May 21, 2020, 01:04:55 pm »
:)

9
Ongoing Anim8or Development / Re: Sound in Anim8or
« on: May 21, 2020, 11:41:55 am »
Good ideas all! Stay tuned, there's more to come!

10
General Anim8or Forum / Re: Morph target and align objects
« on: May 20, 2020, 07:07:34 pm »
Yes, I see the problem. When you attach the different meshes (teeth, mouth, eyes, body, etc.) to different bones they are added in the local coordinate system of each bone, and so aren't aligned as they were in a single object.

I'll see if I can come up with some way to do this.

11
Whenever you activate the "Rotate Bone", "Rotate Joint", or "Inverse Kinematics" tool, both "Show IK" and "Animate" are automatically enabled. This is because that is what you want almost all of the time. You can turn "Show IK" off and still use them.

Now when you render and return to the active tool, bot Animate and Show IK get reenabled. I'm simply trying to explain why it is happening.

I'll see if I can preserve the settings after a render so it doesn't happen after a render


12
What tool were you using? If it is the IK tool then it automatically turns IK visibility and Animation on because those are usually what you want.

13
OK I can reproduce it now. I wasn't using Arc-Rotate but just scrolling the mouse wheel in the camera view. I'll fix it.

14
Alpha2, I can't reproduce this. What camera controller's key is being set, "position"? I tried this:

1. Enable animation.
2. Set the camera's layer to 2.
2. Lock layer 2.
4. Switch to Camera view.
5. Scroll the mouse wheel in the camera view.

No new keys appear for the camera. If I unlock layer 2 then it sets a new key.

15
I hope Woody doesn't have COVID-19!

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