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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

Pages: 1 2 [3] 4 5 ... 9
31
Finished Works and Works in Progress / it works!!
« on: April 06, 2021, 06:28:50 pm »
Finally I got 3 months break I can get back to anim8or...Anyway I'll be working on a talking head I want to make it as best as it can get with anim8or.
So while I was working (doing some coding and stuff for a company) I found a solution to one other thing that fascinated me...I wanted to export blender to anim8or and I did...Below is the fifth test of porting ripples animation made with blender 2.82 physics to anim8or morph targets and yeah it worked 100%  8)

32
Finished Works and Works in Progress / Re: ?!
« on: February 03, 2021, 12:38:58 pm »
Sometimes works sometimes doesn't.. you'll get used to that...
Well you could try making the video way smaller or just make it gif
or to make things easier just upload to youtube(I recommend this),vimeo or other video streaming service and share the link

33
ASL Scripts / Re: Nifty tool
« on: November 13, 2020, 05:48:35 am »
Hi Kevin Gales there's some tutorial on how to use easy8 tool?
I have included easy to follow text guides in the archive...

34
General Anim8or Forum / Re: Possibly Dumb Questions
« on: November 07, 2020, 04:32:21 pm »
I thought you were kidding by the name "Old Codger"..talking of 60s you must be that old(no offence)
Well lucky for you anim8or is pretty easy to learn of course 3d art in itself requires great skills..but anim8or will surely get you close to professional work take it from me I have done some serious work with anim8or.

35
General Anim8or Forum / Re: Possibly Dumb Questions
« on: November 06, 2020, 08:04:49 am »
1.Well to make a face from points you need to join the points with edges use the "Add edge" (next to UV in edit mode)

tool then after you do that select those edges and use the "Fill holes" (key - J ) tool

also for cylinder caps you can just drag select only the top points and edges then "Fill holes" (key - J) tool
 

2.As far as I know the axis can only be moved to center using "edit > pivot"

3.I have a trick that works for that Let's say you have a cylinder rotate as usual then go to edit mode drag select all

faces,points and edges of that particular object until the entire object is selected then "edit > detach faces" (key - D)

4.Sounds like Number 3 you could just rotate the object then reverse the axis using the trick in 3

36
ASL Scripts / Nifty tool
« on: October 18, 2020, 12:56:33 pm »
I decided to rebuild some of the old scripts I wrote to simplify my work anyway below I have attached a small nifty standalone software.

The software does not need installing you just run.However first you need to create a folder in C: and rename it to "NiftyTool",then copy the software to the folder.

If anyone finds this useful let me know..

You can download from my drive here
Nifty Tool


37
Finished Works and Works in Progress / Re: Another super exciting episode
« on: October 09, 2020, 12:25:30 pm »

38
Finished Works and Works in Progress / Re: Another super exciting episode
« on: October 08, 2020, 06:06:29 am »
This is pretty cool...I like the way the camera switch from scene to scene it's cinematic..  8)

39
General Anim8or Forum / Re: Scene to obj sequence export
« on: October 07, 2020, 12:47:48 pm »
Kevin Gales 1. As far as I know the .OBJ format doesn't support animation so Anim8or doesn't export Scenes to .OBJ. I could add exporting to a fixed model however if that would be useful.

2. Adding vertex animation is an interesting idea. Let me think about it.
1.I am aware obj does not support animation...what I exactly want is each pose to be exported as a static .obj
2. Please do so vertex animation feature is so cool..Imagine being able to modify morph targets


40
General Anim8or Forum / Scene to obj sequence export
« on: October 07, 2020, 09:43:58 am »
I wasn't sure where to post this
So after I created a script that allows me to quickly import a video as background in anim8or...other ideas started flooding in...now I created another script that allows me to import blender animations to anim8or as morph targets...this script uses several calculations and equations to generate the exact data as anim8or morph targets unfortunately it's still in PHP and complicated and not user friendly see video demo below
I'll probably share this if I ever get to make it user friendly


Anyway most 3d animation softwares I have personally used(not limited to AM,AIO,blender,Maya,Messiah) allows you to animate each vertex(I mean you can move bones and modify the vertex in pose mode..to get proper deformations -not talking about shape keys/morph targets) while anim8or does not allow you to do that it looks possible I am curious why Steve has not implemented that yet.

[REQUEST]Anyway I am requesting a "scene to obj sequence export" I have noticed to .3ds is already possible.
With this feature I am planning on a script to convert the scene to morph targets so I can fix deformations on every frame.

I would pretty much prefer to do everything in anim8or since I am using it for modelling all the time due to it's clean interface...

41
Finished Works and Works in Progress / Re: Back to the dummy
« on: October 01, 2020, 03:20:47 pm »
Quote
1.Is there any technique to attach a figure to another figure?
You can make anything the parent of something else so that the child moves along with the parent. This is not as useful as it could be, however, because the child only follows the base location of the parent. You can't attach a ball, for example, the a figure's hand so that the ball folloes the hand of a figure.

I've done some preliminary work on supporting this but it's not really good enough. You need to be able to change the parent-child relationship dynamically otherwise you can't have the figure throw the ball. adding this is much more complex. Hmmm. I just had a thought: you could use two balls and hide one or the other, o amybe I'll finish this up in the next release or so!

Interesting! I am waiting to see how that will turn out if you do manage to complete the experiment... :)

42
Finished Works and Works in Progress / Re: Back to the dummy
« on: September 30, 2020, 09:59:44 am »
1.Is there any technique to attach a figure to another figure? for example I created a separate figure for the fingers then another for the hand and arm and I want to join those
2.Is there a way to set multiple bone length?Say I select 5 bones then set same length.... it's already possible to set same diameter... 
OR select say 5 bones and resize (I tried the resize tool it doesn't work or maybe I am missing something )

43
Finished Works and Works in Progress / Re: Back to the dummy
« on: September 30, 2020, 09:02:46 am »
Johnar
1.I guess that could do...I think this makes sense why sequence mode is included separate to scene mode...So scene mode

just becomes where you just put everything together and render....
2.I still don't prefer that... If you have seen Blender's gimball...I like that one cause it doesn't matter what angle

you are viewing from you will be 100% certain which direction the selected bones will go...Try rotating bones after using

the arc rotate to get a user angled view in Anim8or
3.Ohh so you just need to move them using the common object manipulators I figured they could be scaled too..fascinating
4.No comment on that
5.I still believe it could have been much cleaner if the path could be detached and moved to a different location..
7.Sometimes you might need to move only three bones without interfering with the ik (by multiple bone rotation I mean for example just select the head and leg bone and rotate them together something like that...)


However I believe there should be more tutorials on some of these...I haven't seen any anim8or video demonstrating animation of organic human like movements...

44
Finished Works and Works in Progress / Re: Back to the dummy
« on: September 24, 2020, 01:11:54 pm »
Kevin Gales: thanks for your feedback. I know there is much left to do to improve animation and your comments really help.
Glad to help  :)...Anim8or have so much potential.. so far the modelling part is so good...most of the time I am using it for hard surface modelling  :)

45
Finished Works and Works in Progress / Re: Back to the dummy
« on: September 23, 2020, 04:34:10 pm »

6.Keys :..also if you want to make a bone remain in the same position for a number of frames you key those to

For example if you wish a bone remains at x = 10 from frame 10-100
you'll have to manually add x=10 to every key between 10 and 100..seriously this will take you years
:The graph editor is supposed to be editable for such situations
Hi.
The graph editor is  editable.
Double click on keys on both side and make them corner instead of smooth. Then use the handles
to make the curve flat between both keys.
Here's an example:
Ohh thanks I did not notice the key types...so this means number 6 is solved...

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