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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 - Nellucnaiv

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Thanks for the update. I do have NiftyTool in C:/
I did add a key for Morph 01 and Morph 02 in Frame 20 but it still doesn't produce the Anim8or new morph file
How long should it take roughly for the cube I made?
I kept the Morphs simple.

Hi Kevin,
Thanks so much for the link for NiftyToolbox.
I tested your experimental "Converting Frame Morph targets in Scene Mode to Morph Targets in Object Mode"
I followed your instructions and made a simple cube Object with 8 points, made 2 morph targets, put the object into a 50 frame Scene, activated 1,0 and 0 and 0 and 1,0 at the beginning and end of 50 frames, chose frame 20 and saved the file with the name you gave.
I inserted it into NiftyTool Object Morph Target creator and it said "successful" and then Processing 2/2 displayed.

I did as you said and waited for the new file to appear in NiftyToolbox but 5 hours later it still wasn't there.
I know you don't have much time and I appreciate your efforts! I just wanted to bring it to your attention.

Hopefully it's something simple in your script?

Thanks again 👍

Thanks Kevin and Captain Drew.
I appreciate it that we're all here to help wherever we can.
It makes Anim8or a great forum to be on.
I've downloaded your NiftyTool Kevin.
Looking forward to trying it out! 🙏👍

Thanks so much Kevin!
I tried to follow the "Here" link but it says it contains an error. Really excited to see what you've done!
I think the comma in the URL is causing the problem.
Would you mind checking it please? Thanks!👍

That would be great if you could write a code for morphing. I use weights in Figure mode, so all attached objects already have Morph Targets.
I personally, would only use it in Object mode.
I look forward to seeing what you come up with!

Thanks so much for your interest and answer Steve!
I really appreciate it. I fancy your 1B option of being able to export as OBJ in Scene mode but as you say the features is not yet available. I think Steve is a very busy man and totally unselfish, still regularly responding to requests and questions and freely giving up his time to do so much at no cost to anyone. I truly admire him!
I like your Option 2, to open the script of the Anim8or Scene and find the mixed Morph Targets and calculate new coordinates and "inject" them in OBJ mode in the script to create a new Morph Target.
I think it could be quite a calculation but perhaps an Excel Spreadsheet could be made to auto calculate combined coordinates from inputs without having to calculate manually. It would then mean taking the Excel outputs, copying them and pasting them as a New Morph Target into the Object part of the script.
What do you think of the idea? Do you think it could work?
I'm not a Script writer but I can go by example in Notepad and do a test.
Perhaps you have a better way or idea.
I'd love to hear what you think 👍
Thanks again.

Hi all,
I have often used 0.5 value of one Morph Target and 0.5 of another combined in Scene Mode...or even 0.1 to 0.9 value. The resulting combined Morph Targets are often just the shape I am looking for.
Is there a way to save this as an added Morph Target in Object mode?
The way I understand it is that a mesh is a lot of points that run in the background in a scripted fashion and each Morph Target is a change of coordinates and stored.
I was wondering if there was a way to perhaps export the Object in Scene Mode, pick up it's coordinates and somehow enter them in a script fashion as a "Morph Target New", or is there a way of finding the background script for Morph Targets in the background of Anim8or?
I'm sure many people using Anim8or would love to be able to do this.
I thank you for any responses in advance 🙏👍

Thanks a lot Claude! I've checked it out and am going to give it a go now.
Thanks for taking the time 👍

I know this question has been asked many times over the years on Anim8or but Bitmap files are great at 24 bit depth but an image 3072 x 2048px comes in at 18MB. The same image in 24bit Jpeg comes in at 1,6MB. I understand that jpeg is compressed and lossy, whereas PNG and TIFF files are much smaller than Bitmap and produce high quality images. Using Bitmap makes Projects very large.
I hope and trust their is PNG or TIFF support?
If not, does anyone have a script that will induce support?
Thanks in advance for any input! 👍

Thanks so much Steve!
You're an absolute star! Thank you again for your constant hard work, support, and awesome animation software!

General Anim8or Forum / Walk Sequence Copying Positioning of Figure?
« on: June 10, 2022, 10:06:22 am »
Hi all,
I have developed a few Figures and made walk Sequences for them. The walk Sequences have come out pretty realistic looking.
To get as close as possible to correct, I import the Figure and Sequence into a Scene, create a Scene Length and starting and finishing points for the walk, according to number of steps.
Using the Y-Axis, as the figure progresses along the straight line, I manually move it up and down to keep the feet landing on the ground and it looks pretty authentic.

However, if I import another figure into the Scene, (even with the same walk sequence, I have to go through all the positioning again.
Is there a way to copy the position points of one Figure and paste them into the sequence of the other figure?
With Edit button Off, I could then simply move the whole path to be next to the other Figure. Can it be done? Can Paths be copied to use with other Figures in a Scene?

I would greatly appreciate any help or advice as I sometimes have 5 characters walking next to each other and it would greatly reduce editing time.
Thanks in advance! 🙏👍

General Anim8or Forum / UV Mapping, Lithunwrap and Blender
« on: May 03, 2021, 03:18:40 am »
Hi all, it's been a long time since I've been on here but I'm back into Anim8or and loving it as always.

One problem I've constantly had is UV Mapping with Image Textures. It's easy enough to insert a jpeg image into diffuse in a material and finally apply the material to the object but it looks great from one angle and is stretched and blurred at other angles.

I downloaded Lithunwrap and have used it before but whichever Planar or other map I save never fits my object on default and even when I move it with the UV button pressed, it still comes out in a combo of clear and smudged.

I tried a Blender video tutorial on UV mapping and tried to follow all instructions exactly but can't find where to export the model, (including the textured UV Map), as either a .obj or .3ds.

All I keep getting is the Unwrapped png without the texture.

If anyone has advice or knowledge on this complex topic, I would really appreciate it!

I feel it's one of the more important aspects of animation as it can make or break an otherwise good model.

Please help!! :)

Thanks in advance...

General Anim8or Forum / Using reference images in sequence mode
« on: November 14, 2019, 07:44:44 pm »
Hi all,

Is it possible to use reference images in sequence mode for accurate bone movement for various things. I'm doing a human walk sequence and think I will find it a lot more accurate to use reference images for accuracy.
Any input will be appreciated!

Thanks in advance,

Anim8or v0.98 Discussion Forum / Reference Image in sequence mode
« on: November 14, 2019, 07:40:49 pm »
Hi all,

Is it possible to use reference images in sequence mode for accurate bone movement for various things. I'm doing a human walk sequence and think I will find it a lot more accurate to use reference images for accuracy.
Any input will be appreciated!

Thanks in advance,

General Anim8or Forum / Re: Animating Bees wing movements
« on: November 16, 2018, 07:53:15 pm »
Hi thecolclough,

Thanks a lot for taking the time to respond! I have tried using morphing on the wings both up and down in conjunction with simple up and down bone movements but this looks like something that could work well!

Never thought about motion blur on the texture so I'll give that a try!
And thanks for the link, the rotation will probably do it...just got to try and get it right!

Thanks again!

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