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Messages - nemyax

Pages: 1 ... 13 14 [15] 16
212
Anim8or v0.98 Discussion Forum / Re: Feature Request Thread
« on: October 21, 2014, 10:38:45 am »
Make View | Frame Selected work for subobject selections.

213
Ongoing Anim8or Development / Re: General UI and Workflow Suggestions
« on: October 08, 2014, 06:37:29 am »
johnar
This is about object mode, not scene mode (as cooldude234 mentioned earlier).

214
Ongoing Anim8or Development / Re: General UI and Workflow Suggestions
« on: October 07, 2014, 06:45:59 am »
I suppose you could have like in scene mode where the camera can follow a tagged object, so instead of having to move, turn, move, turn you could snap to object and then just move.
hmm... that actually sounds good.
Some programs have the option of automatically using the current selection as the focal point, and some (Animation:Master) even enforce this. That's one way to approach it.

215
Ongoing Anim8or Development / Re: General UI and Workflow Suggestions
« on: October 07, 2014, 06:19:10 am »
Steve
Can you weigh in with your view of the dollying issue?

216
Finished Works and Works in Progress / Re: Paddle Steamer engine
« on: September 15, 2014, 07:50:28 am »
IK would make this setup a piece of cake.

217
Ongoing Anim8or Development / Re: General UI and Workflow Suggestions
« on: September 14, 2014, 03:38:42 pm »
in other 3D modelers I tend to have to rotate the camera 90 degrees to pan it towards the object to rotate -90 degrees
No 3D modeller I've used makes you rotate to pan. You just pan, and that's it. 'Tis a strange story you are telling.

E.g. I have a model of a city, I wan't to work on a particular building; so I would wan't to move the camera to rotate around that building, not the center of the city.
That's precisely what I'm asking for. Once you've focused on the building, the focus should stay on the building, no matter how much you dolly in and out.

218
Ongoing Anim8or Development / Re: General UI and Workflow Suggestions
« on: September 14, 2014, 12:32:05 am »
I hate having to rotate the camera to move it forward to then rotate it back, it seems counter-intuitive.
Sure does. I wasn't suggesting that.
You are referring to camera panning (moving up, down, left and right—RMB inside the circle); in this case, the point of interest should certainly follow the camera, as you rightly state.
And I was talking about dollying (moving the camera forward and backward—RMB outside the circle); here, the point of interest shouldn't change.

219
Ongoing Anim8or Development / Re: General UI and Workflow Suggestions
« on: September 13, 2014, 04:42:21 pm »
I hate it when 3D modelers do that!
Why? What's the disadvantage that you find in this?

220
General Anim8or Forum / Re: Better shoulder deformation?
« on: September 12, 2014, 06:17:46 am »
JunkerKun
You can use a setup where the upper arm has two bones at the shoulder, and one bone is the child of the other. You animate the parent bone, and configure the child to automatically compensate for the parent's rotation. The child bone affects the vertices nearer the shoulder, and the parent bone the vertices nearer the elbow.
That said, I'm not sure Anim8or would let you rig it like that.
And note what Water Music says about the collar bone. The pose in your screenshot is impossible. You can't lift your arms like that and not have your shoulders come up above the height of your chin.

221
Ongoing Anim8or Development / Re: General UI and Workflow Suggestions
« on: September 12, 2014, 05:52:31 am »
Dollying the viewport camera (RMB-drag outside the navigation circle) shifts the camera's centre of interest. The program forces you to zoom in on things by changing the FOV, but that isn't always desirable. For example, you might want to view your model through a 35mm lens at all times.
Can this behaviour be changed so that the camera's centre of interest stays put when you dolly, just as with zooming?
Also, can you make the Frame Selected command work for component selections?

222
General Anim8or Forum / Re: Blenderize me, but why?
« on: July 07, 2014, 12:22:58 pm »
jwalt
Start by getting used to the Blender counterparts of the Anim8or tools you use. Then gradually add other Blender tools that come in handy. You'll find yourself outgrowing Anim8or in no time.

223
Steve
The topic title is still for build 1086.

224
Ongoing Anim8or Development / Re: General UI and Workflow Suggestions
« on: April 08, 2014, 08:14:01 am »
May I suggest a rework of modelling transformations?
Consider the following concept:
  • All three subobject types are transformable, not just associated vertices. This is important for normal-based transforms. Currently, you can't even rotate a face.
  • The following transforms are available for all subobject types: move (X/Y/Z, XY/XZ/YZ, normal, normal planar), rotate (X/Y/Z, normal, view), scale (uniform, X/Y/Z, XY/XZ/YZ, normal, normal radial). Some of these are currently not available.
  • For each contiguous selected "island", use the centroid as the transformation centre. Whenever this behaviour is not desirable, convert your selection to vertices, and the centroid of the entire selection is used. Currently, transforms use only the object centre.
  • Unlike centroids, the normals of all selected elements remain independent, and positions of shared vertices adjust during transforms.
  • Some hotkeys are mapped to axis constraints. For example, F1–F5 for X, Y, Z, Normal, Radial/Planar Normal.
  • The transform centre and vector can be customised. (However, this is likely to require widgets, which can rub some users the wrong way.) Not an essential feature, but extremely useful.
I apologise if these notes are incoherent, but the ideas in them are not in the least abstract, and they all have real easy-to-demonstrate implementations. I'm prepared to explain each point in detail if you're interested.

225
Anim8or v0.98 Discussion Forum / Re: Feature Request Thread
« on: November 28, 2013, 08:32:01 am »
+1 for IK.
Tier 2, figure editor:
  • Freely move joints (where bones are connected)
  • Make it possible to edit the bone roll without affecting child bones

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