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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 - nemyax

Pages: 1 ... 9 10 [11] 12 13 ... 16
151
Well, if the only thing preventing the viewpoint button from being removed is the lack of a middle mouse button alternative for zooming, why not add an option to where it's done by holding both left and right mouse buttons?
sounds good
Seconded.

152
I see, thanks. Have you considered embedding something like Lua and decided against it?

Are you familiar with programming at all?
I've done some Python for Blender and Erlang for Wings.

153
Added some more features to the scripts, and currently trying to figure out how to implement blocks and scope blocks into them.
What kind of scripting language is this? And why do you have to parse it continuously instead of once?

154
How does it use Anim8or? By importing .an8 files, or are there bindings of some kind?

155
Is this a game engine?

156
ASL Scripts / Re: BVH File Import into Anim8or
« on: June 19, 2015, 12:09:38 pm »
I'll post the code it uses
Have you thought of publishing Anim8or on something like Github?

157
General Anim8or Forum / Re: Two questions about the F8ce plugin.
« on: May 21, 2015, 04:15:30 am »
Blender is more powerful than Anim8or in nearly all areas.
In a sense, that's a good thing. Blender is an inexhaustible source of ideas and features for Anim8or to borrow and adapt. And what's more, the implementation sources are in plain sight =)

158
General Anim8or Forum / Re: How do I make a texture fit a 3D model?
« on: May 18, 2015, 04:17:02 pm »
We all have preferences for different things. Wings3D is a modeling-only package anyway.
A modelling and UV mapping package =) All I'm saying is doing both of these things together would be a less disruptive and more efficient workflow.
As for preferences, here are the areas where Anim8or's modeller is better than Wings:
  • Faster viewport, because it's all C
  • Open surfaces without kludges
  • Non-manifold geometry support
  • Spline-based operations (extrusion, text, etc.) and lathing
Other than that, it's still lagging behind, even though it's taken some giant strides in the past year.

159
General Anim8or Forum / Re: How do I make a texture fit a 3D model?
« on: May 18, 2015, 09:59:15 am »
export .obj from anim8or, import in wings, create the image texture, re-import the obj. and the texture on anim8or
If he's using Wings, why involve Anim8or at all?

160
Ongoing Anim8or Development / Re: Trackball Rotation for Bones
« on: May 04, 2015, 04:49:43 pm »
neirao: Oops, you're right, that's a bug - the length won't change for then "Edit Bone" tool.  I'll fix it.
Steve
Could you also add the feature that cooldude234 illustrated in this post?

161
Bones don't stretch to follow the mouse any more. They only rotate.

162
Edit Bone is broken in 1175.

163
Come to think of it, the new edit mode should probably let you select a single tip or multiple tips and let you transform them exactly like polygon points, as if they weren't part of any hierarchy.

164
Steve
The new tip manipulation tool (shift-drag in add bone mode and the new icon) would be complete if it only affected the bones that meet at the tip you're dragging. Currently it affects everything down the road from the tip.

165
joint limits can improve IK's realism as characters can tend to look like rag dolls with unrestricted joints
IK limits are usually independent from FK limits.

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