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Author Topic: A list of ideas for anim8or  (Read 195072 times)

bamman62

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A list of ideas for anim8or
« on: August 21, 2008, 08:29:51 pm »

 Being the genius he is, Steve single-handedly  (as far as I know) put together a great modeling program that is still in its infancy stages. There is still a long way to go, but I am confident that it will become great program.

 Now, these ideas may not be necessary to the program, but it could still prove useful in many situation.

1. Interface customization. It is an unnecessary thing, but I would enjoy being able to completely revamp the interface. Customizable Icons, Color Schemes, Menu Placements, etc. (Also a revamp on the icon coloring for some very aesthetic icons).

2.  Anim8or+Terranim8or. Pretty self explanatory, just everything in terranim8or put into anim8or. It would solve many errors in Terranim8or, along with improving anim8or itself.

3. UV mapping. Of course, you could always dump it into UV mapper and do it from there, but it has complications in and of itself. It would also make anim8or a little more of an all-in-one program.

4. Some mesh editing brushes, after trying out a little bit of Z-brush, I noticed the sheer genius in its making. Anim8or could benefit my so much more with this. Of course, it could not just be a replica of it, but it could have completely different tools. This would go well with (idea #2) when forming valleys, caves, etc.

5. A larger filetype support. I have to admit, Steve did a much better job than Autodesk with exporters. It would also be great if he included a vast number of different filetypes. Things like .nif, .raw, .cad.

6. I guess I could have included this in number five, but along with .nif (Gamebryo Files) niftools would also be beneficial in the next full release. This would only be useful to a very small minority and is probably not worth the overall effort, but it would still be cool.

7. Ability to merge a plug-in into the anim8or source code. It would save the trouble of that debug output, and it would save some desktop space (If that is your directory).

8. Free form select. Most other 3d programs have a freeform select, I suppose anim8or needs one too.

9. A few more primitives. Things like tube, plane, and stairs. Scripts can add these, so with #7 this idea is useless.

10. A cloth mesh, particle effect, and a liquid. Another feature in other programs that would be cool in anim8or.


Lastly, allow snap to angle to work with scale faces, rotate faces (a must), and many other features it previously would not work on.

Feel free to critique my ideas, along with post your own.
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xalener

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Re: A list of ideas for anim8or
« Reply #1 on: August 21, 2008, 09:24:25 pm »

Mabye the ability to draw topology over a mesh in order to create another mesh? Like blender? (I think)


Either way, I'm sure Steve knows what we want. It isn't the first time he's heard these suggestions......

Weather he's gonna do it or not.....no one knows.....


Signs point to eventually. lol.
« Last Edit: August 21, 2008, 09:27:04 pm by xalener »
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bamman62

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Re: A list of ideas for anim8or
« Reply #2 on: August 21, 2008, 10:03:54 pm »

Well said  :D. Possible a custom mode that lets you choose individual features.
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RnDr FOX

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Re: A list of ideas for anim8or
« Reply #3 on: August 22, 2008, 12:29:49 am »

well headwax you want an update in the modeling as for me

I would like to see an animation update
I feel that the animation part of anim8or is it's weakest part
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hihosilver

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Re: A list of ideas for anim8or
« Reply #4 on: August 22, 2008, 05:48:44 am »

bamman:  Scripts are already possible, and there are many scripts created by other users, both for modeling and as primitive shapes.
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Kubajzz

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Re: A list of ideas for anim8or
« Reply #5 on: August 22, 2008, 06:17:45 am »

Several things on bammans request list are already possible or will be possible once ASL is fully enabled in Anim8or, so there's no need to ask for them:

Quote from: bamman62
2.  Anim8or+Terranim8or. Pretty self explanatory, just everything in terranim8or put into anim8or...
Some of the things things Terranim8or does (like terrain generation) are already possible using ASL plugins (check this), features like particle generation will be possible once scripts are fully enabled for scene mode.

Quote from: bamman62
5. A larger filetype support. I have to admit, Steve did a much better job than Autodesk with exporters. It would also be great if he included a vast number of different filetypes. Things like .nif, .raw, .cad.
I think Steve doesn't bother adding more export formats since anybody else can write an export script (well, I can't, but you got the idea...)

Several more of your suggestions are IMHO a bit pointless (like #7 - why???), but you also have some great ideas there! The "snap to angle" function would be great, as well as improved selection functions...

My main request is as much ASL flexibility as possible... Since ASL was released, Anim8or has got a lot of features added by users, Steve is not really the only developer any more.... And plenty of new amazing functions could be created!
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thecolclough

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Re: A list of ideas for anim8or
« Reply #6 on: August 22, 2008, 06:40:08 am »

some of these ideas i like (free-form select sounds good), others i'm a bit more 'meh' about (.nif?  never even heard of it :P ).  i just thought when i was reading the above comments about scripts and how they can add extra primitives and things - maybe it would be a good idea if a few of these basic scripts started being distributed in the download package along with anim8or itself?  i suppose steve would have to check with the script writers to make sure they were happy to have their scripts distributed in this way, but i'd guess most would be perfectly fine with the idea.

i could probably rattle off loads of little things which i think might be cool, but if i had to pick just one or two which i'd really like to see prioritised in the next release, i'd have to say faster rendering, and working volume shadows.

- colclough
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bamman62

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Re: A list of ideas for anim8or
« Reply #7 on: August 22, 2008, 09:22:41 am »

That is why I was a little bit jumpy about nif files. Nif is the Gamebryo filetype, it is used to insert custom meshes into many popular games (PC only) like TES IV Oblivion.
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almost cool

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Re: A list of ideas for anim8or
« Reply #8 on: August 22, 2008, 09:33:35 pm »

well a path mode where you can hold down your mouse and drag to make paths faster.


9. A few more primitives. Things like tube...

make a path in the shape of the pipes,make an n-gon.select it and go to build|extrude,select path,click on the path.u gottit.wow,i gave good advice. 8)

xalener

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Re: A list of ideas for anim8or
« Reply #9 on: August 22, 2008, 11:32:28 pm »

I sometimes wish Steve would post a list of features he plans to put in the next version...
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bamman62

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Re: A list of ideas for anim8or
« Reply #10 on: August 23, 2008, 01:44:42 am »

He might not be for sure himself :P. Oh, and to Almost Cool. The point of a primitive is to allow greater mesh control at a much faster pace. You could make a sphere out of a square, but it saves time to have a sphere primitive. Making a tube is a really simple task, it is just that it would be faster with a primitive.
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lynn22

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Re: A list of ideas for anim8or
« Reply #11 on: August 23, 2008, 07:44:37 am »

Something I would like to have is the possibility of moving an object in scene mode with the keyboard's arrow keys like you can do in object mode.
Moving an object with the mouse can sometimes be very fiddly where with the arrow keys you can place the object exactly where you want it.
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3D Joe Wiltshire

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Re: A list of ideas for anim8or
« Reply #12 on: August 23, 2008, 12:23:26 pm »

I agree with lynn, that has been bugging me for ages.
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xalener

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Re: A list of ideas for anim8or
« Reply #13 on: August 23, 2008, 01:13:06 pm »

Something I would like to have is the possibility of moving an object in scene mode with the keyboard's arrow keys like you can do in object mode.
Moving an object with the mouse can sometimes be very fiddly where with the arrow keys you can place the object exactly where you want it.

I suppose the reason he didn't do that yet is because of the timeline.

May I suggest that the timeline has to be selected for arrow key control?
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lynn22

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Re: A list of ideas for anim8or
« Reply #14 on: August 23, 2008, 07:13:32 pm »

I know, if you use the arrow keys in scene mode in the program as it is now, then the indicator on the timeline moves.

However, possibly using like Shift+arrow key or Alt+arrow key could make a selected object move in scene mode.
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