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Finished Works and Works in Progress / Re: Back to the dummy
« on: September 23, 2020, 12:10:32 pm »
I decided to take a closer look at animation features available in anim8or
and here is a feedback...the intention is not to piss anyone off or discourage anyone from ever trying to do animation in anim8or but this is to highlight areas that needs improvement to Steve
1.Animation in scene mode (do not do that try using sequence mode maybe):
You cannot toggle hide/unhide bones..animating fingers individually is a no go..there are so many bones that will hide each other regardless of the diameter of the bones(however it's not a big deal if you're not going to use so many bones to correct distortions)
2.Rotation Gizmo? :
The gizmo for rotating bones is in 2D that's bad if you rotate to any user angled perspective you will still see the gizmo in 2d meaning...you'll get puzzled about the directions of the angles...this will lead to unwanted distortions
My advice here stick to animating in right,top and left views
3.IK?:
You cannot position IK controllers so during animation..sometimes they will hide depending on where you pulled them..sometimes the ik controllers gets stuck inside other bones and under the dense parts of the mesh.
4.Bones (no limit feature) is not exactly infinity.. thats's bad:
...let's say you're trying to animate a rotating wheel..that won't really appear as required if you're going to use bones...this is because the bones revert their motions after reaching their max angles.This is exactly what causes sliding on the floor. Anyone should try animating a rotating wheel you'll see
5.Path? :The path of an object is attached directly to the object.. that's bad...If you try to modify the path at some point you may find out the path you're trying to modify is hiding inside the mesh.Paths needs to be x-ray or movable.
6.[SOLVED] Keys :Well keying sometimes gets really bad first you have to make sure all bones are keyed at 0 on the first frame...If you forget this..things will get weird..also if you want to make a bone remain in the same position for a number of frames you key those too
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
7.Multiple bones rotation:Nope You can't do that...you'll have to rotate each and every bone individually and that eventually gets impossible due to some reasons above such as IK hiding or over populated bones in scene mode which doesn't allow you to hide some bones.This feature is very essential.
and here is a feedback...the intention is not to piss anyone off or discourage anyone from ever trying to do animation in anim8or but this is to highlight areas that needs improvement to Steve
1.Animation in scene mode (do not do that try using sequence mode maybe):
You cannot toggle hide/unhide bones..animating fingers individually is a no go..there are so many bones that will hide each other regardless of the diameter of the bones(however it's not a big deal if you're not going to use so many bones to correct distortions)
2.Rotation Gizmo? :
The gizmo for rotating bones is in 2D that's bad if you rotate to any user angled perspective you will still see the gizmo in 2d meaning...you'll get puzzled about the directions of the angles...this will lead to unwanted distortions
My advice here stick to animating in right,top and left views
3.IK?:
You cannot position IK controllers so during animation..sometimes they will hide depending on where you pulled them..sometimes the ik controllers gets stuck inside other bones and under the dense parts of the mesh.
4.Bones (no limit feature) is not exactly infinity.. thats's bad:
...let's say you're trying to animate a rotating wheel..that won't really appear as required if you're going to use bones...this is because the bones revert their motions after reaching their max angles.This is exactly what causes sliding on the floor. Anyone should try animating a rotating wheel you'll see
5.Path? :The path of an object is attached directly to the object.. that's bad...If you try to modify the path at some point you may find out the path you're trying to modify is hiding inside the mesh.Paths needs to be x-ray or movable.
6.[SOLVED] Keys :Well keying sometimes gets really bad first you have to make sure all bones are keyed at 0 on the first frame...If you forget this..things will get weird..also if you want to make a bone remain in the same position for a number of frames you key those too
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
7.Multiple bones rotation:Nope You can't do that...you'll have to rotate each and every bone individually and that eventually gets impossible due to some reasons above such as IK hiding or over populated bones in scene mode which doesn't allow you to hide some bones.This feature is very essential.
Thanks man I did not notice that feature...that will surely save me some time...Wow