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An update to Anim8or, v1.00b, is available with a few bug fixes. Get your copy HERE. See the "ReadMe" file for details.

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 on: May 20, 2020, 09:54:04 pm 
Started by Steve - Last post by johnar
I understand how a second sound track could be useful. The reason I'm reluctant to add one is thads, nothing fancy.t it opens up a whole can of worms with mixing, fading, etc. I could add a second track and simply add the sound

 Hi steve.
 Can't stop thinking about this.
 If you did add a 'basic' 2nd track, even rendered out in mono, the extra creativity at the user end would, imho,  more than double the scope of any Anim8or film project which uses only one sound track.

that was a mouthfull

 back me up, someone.

 If you do decide to add this steve, the 2nd track could be hidden, by default, and accessed through options -> ?
Couple of thoughts while i'm at it, which may be bordering on getting that can-opener a bit close to the can, but not actually opening it

-When using 2 soundtracks, its sometimes handy to be able to 'mute' 1 or both tracks, usually done with a button on the track 'header(?)'.

 and.....i see that sound plays when selecting just a section of the timeframes, thats really cool, and so handy when trying to sync to a waveform thats lacking some obvious peaks.
 Another very handy piece of kit, related, is if the sound plays frame by frame. (using fwd and bck arrow keys) Very good when trying to locate exactly when that 'phoneme' shape lands, or, 'sounds'.

 Some food for thought anyway,steve.
 I do think a 2nd 'basic' soundtrack would be a really good idea.

 on: May 20, 2020, 09:43:10 pm 
Started by FWL - Last post by johnar

 Is it necessary to add the eyes and teeth to seperate bones in the fig editor?.
 In most cases you might find that if you just add the whole object/character, complete with eyes and teeth already within the main object, then attach the whole character to figure as per normal.

This might work for you. (it does work). and You only need one eyeball.

  Make an eyeball that fits your characters face/eye sockets.
 Then, Cut eyeball from that object, go 'object -> new' and paste, so that now the eyeball is a seperate object

 Center the eyeball. ie 'edit->Locate-> Center about origin'

 Then make morph targets Look Left, Look right, Look up and Look down.

 Once that is done, copy the eyeball back to your character and position into one eye socket.
 Then go back to eyeball object, copy again and paste back into your character and position into the other eyesocket.

Add character to figure in figure mode as per normal.
 When you add your figure to scene  mode you should see your Look Left, look right etc.. morph targets in the left of the time track. Set a key for each morph. (select morph -> press 'k'
 Open graph editor to adjust morph strength by selecting key in graph editor and dragging up and down. Both eyes will move in unison.

 Using that method does away with needing to add eyes to bones.

 on: May 20, 2020, 07:07:34 pm 
Started by FWL - Last post by Steve
Yes, I see the problem. When you attach the different meshes (teeth, mouth, eyes, body, etc.) to different bones they are added in the local coordinate system of each bone, and so aren't aligned as they were in a single object.

I'll see if I can come up with some way to do this.

 on: May 20, 2020, 12:37:44 pm 
Started by FWL - Last post by FWL
Hello everybody,

I was wondering what the best workflow/technique is for making morph targets on a character, because I have some difficulty with them.
I've modeled a character and have made morphs for the eyelids and mouthshapes. To make these morphs I made a mesh for the eyeballs and for the teeth within the object of the head to see/check that the morph shapes are correct and don't cross the eye for example. But then I want to copy the meshes of the eyes and the teeth to seperate object so I can attach them to a bone in the figure editor. The problem I haven then is that I manually have to align the eye and teeth object again and move them to there original position so that the morphing still works as designed. This becomes quite fiddly to get right again. Is there a more acurate/easier way to position these eye/teeth objects to there original position in the figure editor?

 on: May 18, 2020, 10:54:53 pm 
Started by Steve - Last post by Alpha2
Okay, so if I understand correctly, as long as I stay off of the rotation or IK manipulation tools when I render it should not reactivate then? This is probably what I needed to know to avoid complaining and rid me of the assumption that it was a bug. My apologies. I do very much appreciate your patience with me in explaining this. It makes the difference between flailing in frustration and directed towards growing with the program. It wasn't so much that I couldn't understand as it was that the time saver just bumped against the makeshift workflow I'd built up over the years.

Basically I wanted it to work a certain way because these are the first figures I've worked with for an extended length of time that have had any IK so I wasn't aware of the newer features tied to them. Up until the beginning of this year everything I'd done with Anim8or had been done with the Bone rotation tool.

 on: May 18, 2020, 04:56:12 pm 
Started by Steve - Last post by Steve
Whenever you activate the "Rotate Bone", "Rotate Joint", or "Inverse Kinematics" tool, both "Show IK" and "Animate" are automatically enabled. This is because that is what you want almost all of the time. You can turn "Show IK" off and still use them.

Now when you render and return to the active tool, bot Animate and Show IK get reenabled. I'm simply trying to explain why it is happening.

I'll see if I can preserve the settings after a render so it doesn't happen after a render

 on: May 18, 2020, 10:58:19 am 
Started by Steve - Last post by Alpha2
Sorry I took a bit to respond, had to deal with Windows 10 being a jerk all day.

Uh, maybe I don't understand the usage scenario you had in mind where IK visibility is needed that often that it needs to turn back on automatically?

Here's full disclosure for clarity (so pardon the wordiness): I've been using the program for years at this point so actively using IK is a fairly recent thing for me and I mostly use it for movements of groups of multiple bones (ie. lifting a leg so the knee bends naturally). I use Bone Rotate more in general (for individual limbs and/or clean up of things that get wonky after IK movement,) so most of the time I'm using something else like Bone Rotate, Select, Move or Arc Rotate to make sure everything is positioned properly before switching to the camera view. Usually the IK tool isn't even turned on when I go to render a shot or scene, but when I return to scene mode, regardless of what tool I was using, the IK visibility is always turned on again which needs to be toggled off manually every time I want to go back to render another image... Just now while I was testing it for the reply, it seems odd that the visibility would turn on if I'm not even using the IK tool since using the Bone rotate tool (rather than the IK tool) to move IK handles seems counter intuitive as it only seems to move a bone IK chain isn't even supposed to effect.

If you feel IK visibility is that necessary a function I can't deny it's usefulness to other users, I can work around them being always on in scene mode, but it feels like the sensible thing at least would be for the visibility to turn off during a render, the same way the path visual or the axis visuals do, so as not to interfere with renders.

 on: May 17, 2020, 01:52:24 pm 
Started by Steve - Last post by Steve
What tool were you using? If it is the IK tool then it automatically turns IK visibility and Animation on because those are usually what you want.

 on: May 17, 2020, 02:16:33 am 
Started by Steve - Last post by Alpha2

...Okay so I've run into another bit of weird behavior, which I think I might be tied to why I was getting annoyed with the IK handles showing up in renders. I usually use scanline for simplicity, but today I had an image where the draw distance seemed to be cut off way too close (and I wasn't using fog,) so I was testing the other renderers to see if they extended the the draw distance in the image and after each image render I noticed the IK handle visibility kept getting toggled on when I returned to the scene mode. Every time I turned it off so it wouldn't show in the render, when I returned to the scene it was back on again.

Hope I'm not bugging you with all these.

 on: May 16, 2020, 06:36:46 pm 
Started by Steve - Last post by Steve
OK I can reproduce it now. I wasn't using Arc-Rotate but just scrolling the mouse wheel in the camera view. I'll fix it.

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