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Messages - cooldude234

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106
12k  ;)

107
Just checked out the new build (1171) and I think its amazing (this specific functions anyway).
I do have a suggestion though, have a function for positioning bones that do not affect its child bones positions. IE moving the parent bone would change the length and angle of the of it's connected bones (even it's own parent bone if it has one) but all the other bones down the chain wouldn't change at all.
(refer to picture below)

EDIT: nemyax beat me to it because Firefox is bugging out
EDIT the second: I don't for this to replace what the edit bone does already but rather having another function associated with it (or a whole new button altogether) possibly make use of the already existent move button which is currently useless for bones.

108
cooldude234: Yes, you're right.  Anim8or uses the relative screen angle to position bones when you are rotating them. If you are rotating a bone on an axis parallel to the screen then it will rotate directly in to/out of the screen. It's not possible to tell what angle you want from the position of the mouse, so the bone isn't rotated.

I've experimented with other ways to do rotation that might work better.  I'll revisit this when I get to updating the Sequence and Scene editors.

From what I tried when the screen is parallel it doesn't move at all or on even on some slightly non parallel angles. I think it also might be because of the z rotation of the bone having an effect on this.

109
Same here!! I had no knowledge of it and that was holding me back from actually being comfortable animating.
I had knowledge of the button but I thought it was useless never could get any bones to move. I'm mean its not like I can get them to position easily right now, but hey it at least works.

EDIT: found out the problem, when you are locked on (or very very close to) facing a certain axis (x y or z) and you try to move the bone in a certain way it doesn't want to budge.
Not 100% sure the cause but I think it could be because of the angles related to the way the camera is facing and the direction of the bone and how the cursor is being calculated from 2D to 3D (2d movement in pixel sizes converted to 3D positions/angles are usually always relative to the cameras angle) if that makes any sense.

110
Quote
Does this actually work for you?
Absolutely. Although sequence mode is easier for animating at the moment, because you have things like key all bones, and key selected bones. But animating in Scene mode is defineately a happening thing. If you've had trouble rotating bones in scene mode, try adjusting/changing the view.
 If you've allowed bone movement in the fig editor, you'll get it moving in scene.

WOW it actually sort of works. It just has a really crappy hit detection. I have to be on an 1 pixel wide line practically to drag the bone but heck it works!

all these years and I didn't think it was even implemented yet... :\

111
Quote
Well you still cant just rotate the bones. You have to type numbers in arbitrarily guessing the distances and angles.
?
 You can rotate bones in scene mode. LeftMB to rotate on X axis, MMB for Z and RMB for Y.
 Just click on the bone and drag... :P

Does this actually work for you?

112
General Anim8or Forum / Re: Little Tricks
« on: April 12, 2015, 05:05:51 pm »
Did you know that..... in Object Mode when you open the object dropdown list, you can select an objects name by pressing its first letter on the keyboard?
 Then, to go to that object, just press enter.
 Lol.... How cool!.....
Just like everything else in the windows environment :P

113
Well you still cant just rotate the bones. You have to type numbers in arbitrarily guessing the distances and angles.

[/youtube]
This video may help illustrate what I mean. As you can see the person is able to rotate and move the bones using the normal tools associated with that function but in the actual scene editor (instead of having to open up a properties dialogue and punching in numbers (in can be useful SOMETIMES)). There are other tools in Carrara and blender (and etc.) to help with such things like collision detection (in carrara I know you can switch that on and then when you move a bone it wont budge any further if it's rig goes through another solid object).

114
cooldude234: Editing the base properties of bones in the Scene editor (length, relationship to parent bone, etc.) could cause some problems if there are multiple Elements built from that Figure. But I don't see any technical reason that it can't be done, in fact should be fairly easy.  I'll add it so you can give it a try.

Well I was referring to more the animation portion of it. Making the movement and rotation of bones animate(-able?) in the scene mode. So you could add key frames and reposition the bones for the next movement. This way you could tell how far you had positioned the bone in relevance to other things in the same scene (like another character).

For instance if you had animated someone high-fiveing another person you would want to know how far to position the arms so that they do not intersect nor miss.
Thanks

115
Also steve have you considered making bones editable in scene mode (rotating and position)? Sorry if you already answered this question.

116
General Anim8or Forum / Re: about:separate bones
« on: April 09, 2015, 12:44:29 am »
Just saw neirao's example video. AS Pro looks INCREDIBLE (makes me want it, especially upon my become a brony x3) I think Anim8or will get there one day! Soon, in fact!!
I never really liked Anime Studio my self. I really prefer tradition animation in the sense of hand drawing each frame individually and AS just doesn't offer anything that I can do easier compared to other software and animation methods.

117
What I mainly want is fast rigging and fast manipulation. It what anim8or truly lacks in the animation department.

118
So does this mean you are still progressing with the game?
(I really want to play it!!!).

119
Re 1: A bone is more complex than a vector, it's an orientation, i.e. a 3D coordinate system. This goes along with having an Up vector which a vector doesn't need. But it's all just math :)
Wouldn't a bone just be treated as a matrix? A transform and rotation one at that. So I don't see how it couldn't work the way raxx mentioned. Unless me being sleep deprived is getting to the best of me again :P

120
General Anim8or Forum / Re: Anim8or Skype Chat
« on: April 01, 2015, 02:42:50 am »
The only problem I have with this is that I'd have to use my personal Skype account witch I wouldn't want to use for messaging just anybody. It would be fine if I had a chat client tied to my anim8or account because then I would be able to organize contacts between random people on the internet only related through a piece of software and a forum and (lesser random people :) ) that I know outside of anim8or (and or wouldn't care if they were on my private contact list AKA friends).

Which is why I still would like a chat client built into the smf anim8or forums; only accessible through logging with an anim8or account.

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