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Messages - cooldude234

Pages: 1 ... 7 8 [9] 10 11 ... 61
121
General Anim8or Forum / Re: about:separate bones
« on: April 01, 2015, 02:36:31 am »
Some programs use something similar but for morph targets.
Basically like a point in space that will move with the base bone or object's position but can also be freely moved on its own affecting a set of points of the model tied to that target. I believe Carrara has something like this as well as 3D max (or maya or something).

122
I set the one letter limit to stop spammers from putting their web sites etc.  there.  It was a big problem a while back. Maybe I can remove the limit now that I have a fairly decent spammer blocking service enabled .
*quietly walks into another room*
YESSSSSSSSSSSSSSSS!
*quietly walks back*
Carry on.

123
The tops of the iris's of the eyes don't go to the top of the eye's themselves so it gives the illusion that the character is surprised.
Look at a picture of someone relaxed, their iris's overlap with the top eyelid.

124
YOUR TOO LATE!...
the snow has all melted here ;p

125
Ongoing Anim8or Development / Re: GLSL Shaders
« on: January 13, 2015, 04:31:25 pm »
it's like when you point a camera at the tv it's connected to
I was thinking it looked like we were building a pyramid. We're kinda like the Egyptians :P

126
Ongoing Anim8or Development / Re: Big Changes to Point Edit Tools
« on: January 11, 2015, 04:41:52 am »
I personally kinda question the general wisdom of those "deselect all on empty space click"  points of view.

Deselection a (small or potential big) active selection by accident is not something that you would like to happen to easily.
I think that should be left in; but however I still propose a fix to it.
I think that there should be an undo selection and redo selection added to the undo redo list. In other words if you accidentally unclick all the faces you specifically selected, then you could easily hit undo deselect. And if you wanted to take it further you could have it as a separate undo function like shift-ctr-z instead of normal ctr-z (and you could access it from the menus as well in a similar fashion).

127
Ongoing Anim8or Development / Re: GLSL Shaders
« on: January 11, 2015, 04:36:16 am »
Doh! Of course. I should have thought of that! I'll add it to the next build.
Lol, it's always the simplest things that go over our little programing heads, isn't it?
yes. I just love it how a period instead of a comma or using >> instead of << causes a big explosion of errors that takes an hour to find.
and let's not forget the old Missing Semicolon errors!  those were always my favourite :P
I didn't know you could nest quotes this deep!
let's see how far it can go
...it goes deeper... which i think means it's johnar's turn to do the next one...
sorry, there was a topical pun going and i couldn't resist :D
I just LOL'd to this whole thing ;P

128
General Anim8or Forum / Re: Graphics cards question
« on: January 11, 2015, 04:31:42 am »
Just curious, is your electronics taxed hard over there johnar?

129
General Anim8or Forum / Re: Copying bone values in scene mode
« on: January 11, 2015, 04:28:47 am »
Sorry but I don't really know of anybetter solutions other than going into its properties and copy and pasting it all into the other window.
But I do know anim8ors bone animating features really do need some major work done on them and last time I heard steve really wanted to update it.
So hopefully we might be able to see a copy and paste function for bones (or at least a properties copy/paste which would copy the whole properties window and let you paste it in a similar object's properties window).

130
General Anim8or Forum / Re: Material Question
« on: December 15, 2014, 09:42:50 pm »
johnar

Use Anim8or_1101 to open the attached file.
(work space opengl rendering in scene mode in that version
uses the Anim8or lights )
Go to scene mode.Look at the 2 infinite light setup and the
result on the sphere.
Make  both lights totally white and see what happens.
LOL, I already forgot about the glsl shaders :P I guess there is a way to set up your own default lighting for the workspace now ;P

131
Alt for arc rotate is a no-brainer, in my opinion, as it's already been invaluable to me
I really want that moved to the z key though, I really miss my alt-print screen, I use that pretty much every time I use anim8or (for rough sketches on top of 3D models) and its really annoying having to crop an image from it when I use just normal print screen (dual monitor set up makes the total resolution of an print screen to be 5280x2160).

132
Finished Works and Works in Progress / Re: Crabby!
« on: December 09, 2014, 01:20:37 am »
I LOVE IT! But I wouldn't hug it anytime soon :P

133
Latest version has a bug. I can't select multiple faces when holding down the ctrl key.

134
General Anim8or Forum / Re: Material Question
« on: December 09, 2014, 12:43:48 am »
Actually, a correction, its only one light, but it passes through the object, since there are no shadows in the workspace renderer. the yellowish light is actually the faces being illuminated from the backside. The reason for the black stripe is that the light doesn't illuminate surfaces that it hits at or near a right angle.
Could be that, depends on how Steve implemented it.

135
General Anim8or Forum / Re: Material Question
« on: November 30, 2014, 04:41:09 am »
Yes, there are two infinite lights opposite to each other. I'm pretty sure steve did this so that way you could see the depth of the objects without covering areas in darkness per say.
So it would be a neat-O-feature to have an option to set up your own default look; that way you could have it so if you were working on something that needed to be fully lit in a specific way you could view it while working on it like that. Or you could have it the opposite way and make it completely unlit (I mean with no lights or shadows), which in of itself has its benefits.

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