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Messages - jdonzae

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1
Anim8or v0.98 Discussion Forum / Re: Questions
« on: September 22, 2010, 12:56:49 pm »
The multi viewport (workspaces) issue is just an An8 issue. I've had the same problem so I just hit Ctrl+R and rotate each view to my liking manually.
I usually stick with the standard screen coordinates but it seems like the world and object modes do the exact same with movement and rotation in all modes.
In the Viewport, it only rotates while you're in the perspective view, not any other views

2
General Anim8or Forum / Showing my appreciation
« on: July 28, 2010, 12:42:36 pm »
I'm currently in college, majoring in 3d animation/special effects (specializing in character modeling), so I'm learning 3ds max's ultra confusing interface, yet I still use Anim8or as my beginning stage for modeling anything. I usually just use 3ds for adding hair and doing the final rigging. I just love anim8or's easy-to-use modeling tools. That is all. Thanks Steve

3
Yeah these seem like pretty feasible suggestions. The multiple texture thing is a great idea. I never really pay much attention to the organization of things in object mode but those functions would come in very handy.

4
Anim8or v0.98 Discussion Forum / Re: Simplify
« on: June 16, 2010, 02:54:44 pm »
Which version of terranim8or does that? Because I've just been using the point merging tool in Anim8or for the longest

5
Anim8or v0.98 Discussion Forum / Re: Unable To resize In Figure Mode
« on: June 16, 2010, 02:49:38 pm »
The resize tool in figure mode is for the shapes you can add in figure mode, not the objects. It would be more convenient if you could use it for all objects though. But you'll have to resize in object mode

6
Anim8or v0.98 Discussion Forum / Yet another feature request?
« on: June 15, 2010, 12:15:16 pm »
I own a Wacom usb drawing tablet and I was wondering if there could be some fun interactivity with it. Things like: Drawing paths, pressure sensitivity with weight painting, touch pad gestures (zoom, panning and rotating functions)... Kinda like Photoshop haha. I know it might be a bit of a stretch to implement, but I just think it will be cool.

7
General Anim8or Forum / Re: windows
« on: November 27, 2009, 02:10:39 pm »
window tutorial? I don't know if any exist, but modeling a window is mainly just extruding faces and beveling (unless you're doing curtains or blinds). You can take a picture of one and do it from a box primitive...

8
General Anim8or Forum / annoying bone issues
« on: October 24, 2009, 12:59:59 pm »
In scene mode, I added a sequence to my figure. Later on I realized that I didn't want that sequence there. I tried deleting the frames, but once I went into object/ sequence mode and came back to scene mode, the sequence is STILL THERE. What I'm asking is: Is there a way to delete sequences from a scene without completely deleting the entity and starting over?

9
Anim8or v0.98 Discussion Forum / Re: sequence editor in scene mode
« on: October 11, 2009, 06:30:15 am »
Just a quick thought here. Why not make both fighters 1 figure? Off the root bone, put 2 faux telescoping bone sets branching in 2 directions, and each is the base for a fighter. Never tried this, but I don't see why it couldn't work.

yea, but wouldn't the skinning be absolute TORTURE?

10
General Anim8or Forum / Re: weird looking shadows
« on: September 26, 2009, 04:23:23 pm »
Yeah, thanx. I had the lights set to volume on accident. Problem solved

11
General Anim8or Forum / Re: Low poly (quake style) body tutorial?
« on: September 23, 2009, 09:01:44 am »
I think someone has a page on the resources tab (on the left) that has lo-poly modeling tuts. They are pretty good and they helped me a lot with my modeling. You can also make a high-poly model and use the merge point tool (by selecting close points on your model and pressing SHIFT L) and that will reduce your point count. Just make sure you don't set the parameters too high or your model will just look weird.

12
General Anim8or Forum / weird looking shadows
« on: September 23, 2009, 08:57:39 am »
It's not much of a huge deal, but when rendering with the Scanline, I get some fuzzy/pixelated stuff for shadows. The ART works fine, but takes a little longer. I'm just trying to save a little time... so is there a way to fix my rendering issue??  ???

13
General Anim8or Forum / Re: Morph targets?
« on: September 23, 2009, 08:53:09 am »
Both methods worked.... thanks  ;D

14
General Anim8or Forum / Morph targets?
« on: September 22, 2009, 02:26:36 pm »
Ok, I feel a little slow here. Am I able to use morph targets with figures? They don't come up when I add a figure. I'm only able to move bones (and the rest of the figure functions).... How can i use morph targets with figures in scene mode?

15
General Anim8or Forum / Re: Skeleton problem
« on: September 16, 2009, 12:34:06 pm »
in figure mode, the object doesn't have any control over the bones. The bone that owns the object controls the whole object. You'll have to rig your model before the object's points can move along with other bones..... i hope that helped. if not read the manual

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