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Messages - JunkerKun

Pages: 1 [2]
16
General Anim8or Forum / Problems with converting to ms3d
« on: January 30, 2014, 07:37:56 am »
When I try to convert the sequence to MS3D by using ani2pov, I get this:


When it should be like this:


Has someone met this problem before?

17
I'm not sure if the vertex indices will always remain the same when exporting and importing between different programs. Even if it did, there is no way to preserve the skinned mesh information in Anim8or anyway. Anim8or treats it as if you added an entirely new mesh, and so you must re-skin it.

A feature request could be to enable export/import of vertex weights, or just a more in-depth UV tool.

[Edit] Assuming I'm right about the above statements, there is a trick you can do. Import the newly unwrapped model into a new file, save it, and then open both files in notepad. Copy the mesh block of the new model into the old one, replacing the old mesh's block of data. This will only work if the vertex indices were preserved when exporting/importing.
I see. I was considering using this method. If it will work, I may have to write a tool for that after all...

18
I'm npt sure I follow how to do that anymore :V

As I understand it, I need to import the model and then add it to the bone again. But it still doesn't preserve the rigging :V

19
Make sure it hasn't been modified as per 'Kreator' post.

Don't alter the models XYZ location or size from this point and backup your file.
- Export your model as an obj. file.
- Import it into your favorite UV mapper. Re-map it, texture it, whatever.
- Export from the UV mapper as obj. file.
- Import it back into Animator and copy and paste it to the location of the original model.
- Delete the original and the newly mapped model should be working fine in the sequence editor.

Nope, doesn't work. The rig is gone as soon as I delete the rigged model. Maybe it's because I have reference images in the object... but I doubt it. It can't be the reason, right? Right?

20
a New UV Map (With UVmapper) should not affect your rig, so long as you do not alter the geometry of the mesh.  If you alter the mesh you will need to redo the bone Weights, and any morphs you might have attached to that rig.

Well then, how do I reload the model? I don't know any other way of doing so besides importing the model and copying it.

21
I mean, I know there is a built-in tool to edit UV map but I need to use UV Mapper. What if I need to change it after I already rigged the mesh? Is there a way to save the rig and reload the model?

22
General Anim8or Forum / Re: Moving the whole skeleton up and down?
« on: December 12, 2013, 08:53:05 am »
How did I not think of that myself? O_O
Thanks a lot!

23
General Anim8or Forum / Re: How to invert a face?
« on: December 10, 2013, 01:41:45 pm »
Generally vertex normals are used to indicate lighting, yes. Rest assured, flipping normals is the same as flipping a face.

For the toon outline effect you can flip the normals of the outer mesh or just create a 2-sided material for the outer mesh and have the front material transparent.
Oh. Okay, thanks!

24
General Anim8or Forum / Moving the whole skeleton up and down?
« on: December 10, 2013, 01:34:02 pm »
So, is that possible?
I mean, I can't make the character to move up and down in the sequence editor. I don't really want to make that in the scene editor, since it would take a lot longer that usual (having a character to move up and down as it walks in the sequence itself and then just moving the character on the plane) and would be very inconvenient. At least for me.

25
General Anim8or Forum / Re: How to invert a face?
« on: December 10, 2013, 01:13:00 pm »
Weren't they for lighting calculation?
I just want to make a cartoon outline to be used in a game.

26
General Anim8or Forum / How to invert a face?
« on: December 10, 2013, 11:49:29 am »
Well, the name of the topic says it all. Is there a way to invert a face? Not just a normal, but a whole face.

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