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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 - Kevin Gales

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I forgot to mention you'll have to set the key you want in your example click on frame 20 and add key do the same for the other morph...
Also NiftyTool must be in the folder C:\NiftyTool ..The file will be saved in the folder

I might be able to code something that does that..However to assign the path of one object to another may be easy, they problem begins when you attach the sequences.

To solve the problem...the figures must have bones of the same order and same name otherwise the movement might get weird, imagine if one object has a bone named "head" on the leg while the other one "head" is attached to the head.You understand the logic?

To wrap this,You need to somehow make sure all objects that will be using the sequence have the same number of bones,which are in the same order (literally every bone),the bone names must be named in the same order too,they must have the same ik chains if you are using some.

forgive me for intervening but i think this link is good for Kevins 'nifty tool'

No worries after all...the forum is for everyone we are here to help each other...

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!👍

Sorry...The problem was duplicate http:// I fixed it...

I am always busy but I managed to cook up something in a few minutes.
I have quickly compiled it into my previous software I posted

So to test this you just have to create a simple mesh,maybe a cube or sphere
>Then create two morph targets
>Then blend those in scene mode
>Save the file and follow the guide in the software

I did some analysis I think I can come up with something based on option 2.However as I said it would be difficult if the target is a figure since well the math used by Anim8or to move coordinates with bones is something I cannot figure out...I'll quickly code something to make a demonstration using a simple cube (which is not a figure but object with morph targets).

I once attempted to solve the problem I have to say I don't think there is a way to do it directly in anim8or.However there are two solutions that might require some coding and serious math.
1.A.This one is easy...I have already posted a simple tool somewhere in this forum that can convert sequence of objects back into anim8or morph targets.I could enhance the code ONLY IF Anim8or could export objects in scene mode *I made a request for this once,to export scene as .obj

(B.Longer solution is also possible,however would require tempering with anim8or such as by hooking the software with a dll and extracting the scene objects.I can achieve this, just that it would require time to code and permission from Steve[anim8or creator] ,since I am not sure hooking the software with an external dll counts as license infringement or something of that sort)

2.Another option is to recalculate morph targets from the scene and use the resultants to inject back as morph targets this can be done directly by editing the an8 file with some code that does the math.* provided the object is not rigged(it is not a figure)

If anyone is interested in how option 2 or option 1B can be implemented let me know let's discuss this

General Anim8or Forum / Re: Lighting
« on: January 27, 2022, 03:13:59 am »
Cool, Anim8or can handle Ambient Occlusion via scene attributes and to be honest I totally forgot about that! It would have improved the output though using soft shadows and fiddling with light range/angle settings does go some way towards a similar effect.  I wasn't able to get anything like the original image with a single light source (which I presume the original image used, apart from some ambient lighting) but that may have a lot to do with the materials and how they interact with the light.  So my image is really a 'cheat' that uses a bunch of lights including one to fake the sphere's caustics.

But then your cheat totally works great. 8) After all for someone who isn't into physics and all this 3d development stuff would still accept the image as closest to real life lighting behavior especially if they did not see the original render first.Great stuff man

Perhaps Steve can point us to the AO feature.AO is quiet interesting if you ask me.I have seen some impressive stuff happen when I rendered with AO enabled. In some conditions it almost looks close to (Subsurface scattering * Very interesting stuff,would dramatically make scenes more appealing)

General Anim8or Forum / Re: Lighting
« on: January 26, 2022, 09:56:41 am »
After Steve mentioned photon mapping I went on to inspect the original files.He is right there is photon mapping involved the project contains exposure filter(gamma corrector),photon mapping,soft shadows and ambient occlusion(opposed to monte carlo*I think this is used in anim8or) and finally the sphere have caustics enabled.

General Anim8or Forum / Re: Lighting
« on: January 26, 2022, 09:23:04 am »
@ENSONIQ5 What?! That's impressive I am guessing patience and a little bit of magic can do wonders..I am impressed that is way closer to the picture.Thanks man.

General Anim8or Forum / Re: Lighting
« on: January 26, 2022, 02:31:31 am »
Thanks @Steve...I was scratching my head for a it is clear.... 8)

General Anim8or Forum / Lighting
« on: January 24, 2022, 06:41:35 am »
I am back after a few months of a coding contract...Apparently it had something to do with 3d physics...Anyway so I found this render and decided to recreate in anim8or boy it proves a challenge I have tried people I am struggling to make this look almost the same...

Finished Works and Works in Progress / Re: it works!!
« on: July 29, 2021, 04:11:31 pm »
I am back...I ran into problems when I tried to directly link the coding with blender so I decided to take a different approach...So I instead made the tool to upload multiple objects and convert them to anim8or morph target...So basically I can still export blender animation and convert it to anim8or animation in just one click...
The interesting part is that in anim8or the object can still be modified in point mode and subdivided even the morph target can be controlled and re animated just like in the video above

Anyway here is the link to the tool with some other features the one described above is the last on the list...
Nifty tool on anim8or

Finished Works and Works in Progress / Re: it works!!
« on: April 07, 2021, 02:43:22 pm »
I am coding a standalone software in which a user can just load a blend and click just once then voila...everything should be done...
I am going to use the same style I used for "nifty tool" I posted under ASL scripts

Finished Works and Works in Progress / Re: it works!!
« on: April 07, 2021, 01:13:05 pm »
I know right   :D I am still cleaning up the I can make it simple for everyone to use... so I'll share when I am case there are people interested

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