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Messages - bamman62

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31
Anim8or Challenges / Re: Challenge #1: Model a Bench
« on: March 22, 2009, 09:28:35 pm »
Hah! This was unexpected, and probably something I can actually do.

Glad to see a friendly competition!

How will this be judged? Is it going by the render or the mesh itself?


Second Progress Edit:
Bad cubemap added, quick render in anim8or.






32
Anim8or v0.98 Discussion Forum / Re: A list of ideas for anim8or
« on: March 22, 2009, 08:58:20 pm »
Mabe selecting the faces around a certain point that u want to bend or rotate to animate with with faces???(steve , please just keep anim8or freeware! :) )

So, you mean selecting a certain area to be the center of a modifier, in morphing and deformations?

It would be easier if a focus area could be more easily chosen, personally I think modifiers are on of the most useful features, and that their lack of a more intuitive interface is what really holds them back. Also, is it possible to apply multiple modifiers on the same mesh at the same time?

(Anyway, I wouldn't mind if anim8or had a licensing fee, as long as the members before the change got free lifetime subscriptions :P)

33
Anim8or v0.98 Discussion Forum / Re: A list of ideas for anim8or
« on: March 10, 2009, 11:44:59 pm »
Hopefully this will all be added in by the 1.0 release.

I've always done that by extruding the faces and scaling them each time.

Anyway, is it possible to have multi-core threading in Anim8or in order to improve performance?


34
Anim8or v0.98 Discussion Forum / Re: A list of ideas for anim8or
« on: March 10, 2009, 07:08:35 pm »
Huh? I made the original model have more polygons to display the general purpose a little better than I could normally.

The point is no polygonal increase from the base mesh, it would work with any model with any number of polygons. The point is, it is an operation in which the original polygon count never changes. It would be particularly useful in models where you are curving a non-smooth polygon into a smooth polygon.

Anyway, if I did it with a cube it wouldn't really do anything significant.

To put it simply, the polycount in the above thing never changed, I just made the cube have a larger polycount so that the operation would be used in a realistic situation.

35
Anim8or v0.98 Discussion Forum / Re: A list of ideas for anim8or
« on: March 10, 2009, 03:02:15 pm »
:P I am not talking about the polygon count changing any.

No new edges will be added, the mesh will simply move selected edges to a specific location based around the surrounding edges. The entered tension will make up an important part of the degree to which it is smoothed.

Something like this could be used to save a lot of time on objects with varying polygon densities. Otherwise, you could spend hours individually moving the points.



Sorry about the quality, did it quickly in MS Paint.

Anyway, it could be used on objects with thousands of polygons.


36
Anim8or v0.98 Discussion Forum / Re: A list of ideas for anim8or
« on: March 04, 2009, 10:07:09 pm »
I'd rather have a glitch free program than one with just a lot of neat features.
Siragin: Steve is adding realtime axis mirroring. For edge smoothing, there's already smooth angle but if you mean like some edges smooth and others sharp then you might have to wait.

The only thing I'd like to currently see is edge extrusions, we can extrude a whole face but modeling would easier with just extruding edges.

Smoothing individual edge is already possible, select the edges you want to smooth and go edit>edge properties. Here you can smooth, crease of round the edge.
Same goes for extruding edges: just use the extrude edge tool (shift+E i believe). Or do you mean something else with extruding edges?

By smoothing edges, I mean actually deforming the mesh based on set edge parameters. Sorta like the subdivide faces feature, but with without the whole subdividing thing. (Is there already a feature for this? The smooth edge tool is more like a selective smooth angle if I recall correctly)

Something like this,

Select edges, click smooth edges, insert the tension desired, the selected edges will be smoothed relative to the surrounding edges.

37
Anim8or v0.98 Discussion Forum / Re: A list of ideas for anim8or
« on: March 02, 2009, 09:17:59 pm »
Personally I would like to see anim8or glitch free and then concentrate on new features, but hey I want to see some cool new features that will expand anim8or!

:P I think that is what the timed save feature is for. (If it does mess up, it saves some of your work :D)

Also, if it works like anything else I have ever used, bug fixing comes after the 1.0 after some fatal error that nobody expected.

Anyway, I agree with siragin, I think that around the .99 preview, a overhaul of common filetypes should be added to Anim8or's native program (No plugins needed). It would give it a professional 'crisp'. Also, if possible, animation exporters should be added for certain filetypes.

Also, like most other 3d programs, a little three edged bar that represents an axis pops up when moving points, it would be nice to have this feature added in order to save time on snapping to angles. Also, control over multiple axises (Firefox had no problem with the spelling on this) when scaling faces would also save the time of switching to point edit mode.

(More stuff) (With priority level on a scale of 1-10)

Real Time Axis Mirroring 8
Edge smoothing (Not sure if that is already there) 6
Simple Physics (Bounding boxes, gravity, etc.) 4
Particles (Would save a ton of time that would normally be spent going between Terranim8or and anim8or) 3
Color Schemes (Not necessary, but it would be a nice addition) 2
Movie File Backgrounds (Has been suggested numerous time before, and would be really cool) 9
Pre-made render settings and environments (For quick updates in a WIP) 6
Internal UV mapper 2

Also, hopefully it would be simple to add reference images with a default Z location of -.1 instead of zero. (Points being blocked)
(Also, is transparency allowed in imported images?)

Even more! A glitch free anim8or is our responsibility. (We test it by using it)

Anyway, I think that is my post for the month so :P.


38
Anim8or v0.98 Discussion Forum / Re: Windows 7
« on: February 18, 2009, 07:52:01 am »
just out of curiosity.... will the pissed off vista users (like me, unfortunately) get a free update or do we have to pay. I personally believe we should be reimbursed for the damages from this horrible concoction they call "VISTA".

They would probably allow you to have a discounted upgrade (They would lose about 75% of their profits if they gave it away free [If they never got Vista, they probably wouldn't get Windows 7]).

Anyway, Vista isn't that bad. The only downside I have ever ran into is that it takes about 700 MB of RAM by itself.

They just did a bit of stream-lining and compatibility stuff. 

And yes, Windows 7 will be compatible with all Vista Drivers, at least until companies start releasing drivers specifically for that OS. 

I am glad to hear that it runs just fine though :D.

39
In order to plug it in to oblivion you need Blender (There are no niftools in anim8or), Nifskope, and the Oblivion Construction set.

Then you need to :

Add a collision mesh in blender (Google it for additional help)

Save the object as a .nif file

Move your textures to the appropriate folders, along with normal maps. (Use DDS format)

Edit your texture directories in the NIF using Nifskope

Place the object in the oblivion world using the CS

Load up oblivion and play

(You also have to do a bunch of scaling and stuff) (Just remember, 0,0,0 in coordinates is where the hand goes)


If you want me to I can quickly put it together, but it is a really fun thing to learn.

http://niftools.sourceforge.net/wiki/Oblivion

(Not sure about the whole 'sheath thing though) (You might need to use the BSA unpacker to use some of bethseda's meshes as examples)

40
Anim8or v0.98 Discussion Forum / Re: A list of ideas for anim8or
« on: February 04, 2009, 12:49:16 pm »
Once again, glad to see this thing going twice as well without me.

*Puts on his normal map hat

I would love to see a bunch of these features included in the next release. Especially a few new texturing things that could make a significant impact on the quality of renders.

Parallax mapping looks amazing in my opinion.


41
Finished Works and Works in Progress / Re: WIP-AK-47
« on: November 18, 2008, 07:41:41 am »
Gah, I suck at gun modeling.

It would be a great tutorial if you put up the basics of it.

I love the AK 47  ;D I am anxious  to see the final version.

42
ASL Scripts / Re: Magnet Tool
« on: November 17, 2008, 07:10:30 pm »
Looks fun :D.

Kinda like a sculpting tool.

43
Finished Works and Works in Progress / Re: Anim8or Game
« on: November 16, 2008, 05:56:41 pm »
@bamman62: normalmap? you probably mean bumpmaps  ;)


Depends on the game :P. I like the word 'Normal Map' more though.

I think I will stay in a safe zone and say 'Visually Altering Textures'.

44
Finished Works and Works in Progress / Re: Anim8or Game
« on: November 16, 2008, 05:25:33 pm »
It is good compared to my skills in realistic modeling.   ;D

It is a bit hard to tell from this distance, but some 'stronger' normal mapping could help it out some.


(Get a really realistic texture, similar to a simpler one, and normal map it. Then use the complicated normal map as the normal map for the simple texture)

(That probably made no sense, but it is fun to play around with normal maps to get some really interesting combinations)

45
Anim8or v0.98 Discussion Forum / Re: A list of ideas for anim8or
« on: November 15, 2008, 09:10:42 pm »
Thanks :P

I believe I should start compiling a list of ideas that aren't already there.


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